4 #pragma MSP stage(vertex)
5 layout(location=0) in vec4 position;
6 layout(location=1) in vec2 texcoord;
9 gl_Position = mvp*position;
13 #pragma MSP stage(fragment)
14 layout(location=0) out vec4 frag_color;
17 frag_color = textureLod(tex, texcoord, 0.0)*0.8;
20 /* Expected output: vertex
21 layout(location=0) uniform mat4 mvp;
22 layout(location=0) in vec4 position;
23 layout(location=1) in vec2 texcoord;
24 layout(location=0) out vec2 _vs_out_texcoord;
27 gl_Position = mvp*position;
28 _vs_out_texcoord = texcoord;
32 /* Expected output: fragment
33 layout(location=4, binding=71) uniform sampler2D tex;
34 layout(location=0) out vec4 frag_color;
35 layout(location=0) in vec2 _vs_out_texcoord;
38 frag_color = textureLod(tex, _vs_out_texcoord, 0.0)*0.8;