1 layout(push_constant) uniform Flag
7 #pragma MSP stage(vertex)
8 layout(location=0) in vec4 position;
11 out vec2 texcoord = position.xy*0.5+0.5;
12 gl_Position = position;
15 #pragma MSP stage(geometry)
17 layout(triangle_strip, max_vertices=3) out;
31 #pragma MSP stage(fragment)
32 layout(location=0) out vec4 frag_color;
35 frag_color = texture(tex, texcoord);
40 /* Expected output: vertex
41 layout(location=0) in vec4 position;
42 layout(location=0) out vec2 texcoord;
45 texcoord = position.xy*0.5+0.5;
46 gl_Position = position;
50 /* Expected output: geometry
51 layout(push_constant) uniform Flag
56 layout(triangle_strip, max_vertices=3) out;
57 layout(location=0) in vec2 texcoord[3];
58 layout(location=0) out vec2 _gs_out_texcoord;
61 gl_Position = gl_in[0].gl_Position;
62 _gs_out_texcoord = texcoord[0];
65 gl_Position = gl_in[1].gl_Position;
66 _gs_out_texcoord = texcoord[1];
69 gl_Position = gl_in[2].gl_Position;
70 _gs_out_texcoord = texcoord[2];
76 /* Expected output: fragment
77 layout(set=0, binding=71) uniform sampler2D tex;
78 layout(location=0) out vec4 frag_color;
79 layout(location=0) in vec2 _gs_out_texcoord;
82 frag_color = texture(tex, _gs_out_texcoord);