I am somewhat of a shader noob, but I have made a few vertex and fragment shaders and am trying to get one I had made for an HSV color wheel ported from 3.0 to 3.1. From digging around in the code and the write up at https://github.com/cocos2d/cocos2d-iphone/wiki/CustomRenderingQuickGuide I have been able to discern how to set uniforms for my shaders and can see that the attributes are now named "cc_Position", "cc_TexCoord1", "cc_TexCoord2", "cc_Color".
In 3.0 there were #define's for kCCAttributeNamePosition, kCCAttributeNameTexCoord, etc. that defined the same things, however now there is a texCoord1 and texCoord2 and am just wondering what the difference is. Is there any further information (or an example) than the link above?
Also, just to verify the CCShader will always prepend all the default uniforms and attributes such that we shouldn't include these in whatever shader file we pass to [CCShader shaderNamed:] ?