A vertex list holds a sequence of floating point data that can serve as the input of the vertex shader of a model or a particle system. Each vertex list has a given vertex type – a basic or compound type strictly consisting of single-precision floating point values. The syntax is:

vertex_list <vertex type> <name> = { <vertex 0 data>, <vertex 1 data>, ... };

The data for each vertex will be automatically compartmentalized into vertices based on the size of the vertex type.


glsl struct TexturedVertex {
    vec3 coord;
    vec2 texCoord;

vertex_list TexturedVertex oneTriangle = {
    x0, y0, z0, u0, v0,
    x1, y1, z1, u1, v1,
    x2, y2, z2, u2, v2