 layout(constant_id = 1008) const bool useRoughnessTexture = true;
 layout(constant_id = 1009) const bool useOcclusionTexture = false;
 layout(constant_id = 1010) const bool useClearcoatTexture = false;
+layout(constant_id = 1011) const uint attachmentCount = 1;
+layout(constant_id = 1012) const float defaultPointSize = 1.f;
 
 // Resources
 #ifndef GL_COMPUTE_SHADER


// Framebuffer
#ifdef GL_FRAGMENT_SHADER
layout(location = 0) out vec4 PixelColor[1];
#endif

// Varyings

    Tangent = NormalMatrix * VertexTangent;
  }

  PointSize = defaultPointSize;
  Position = lovrmain();

  if (enableUVTransform) {
