Taos API Reference
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    Variable VERTEX_COLOR_STRIDEConst

    VERTEX_COLOR_STRIDE: 16

    Byte stride of an optional per-vertex color: one vec4<f32> (RGBA, linear, normalized to [0,1]). Lives in a separate vertex buffer bound at slot 1 so the shared interleaved layout above (and the dozens of mesh generators that hardcode it) stays untouched — only glTF meshes with a COLOR_0 attribute allocate one. Multiplies the base color in the geometry/forward/transmission shaders, gated by the HAS_VERTEX_COLOR shader define.