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.
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 aCOLOR_0attribute allocate one. Multiplies the base color in the geometry/forward/transmission shaders, gated by theHAS_VERTEX_COLORshader define.