2 layout(push_constant) uniform Transform
7 #pragma MSP stage(vertex)
8 layout(location=0) in vec4 position;
9 layout(location=1) in vec2 texcoord;
12 gl_Position = mvp*position;
16 #pragma MSP stage(fragment)
17 layout(location=0) out vec4 frag_color;
20 frag_color = textureLod(tex, texcoord, 0.0)*0.8;
25 /* Expected output: vertex
26 layout(push_constant) uniform Transform
30 layout(location=0) in vec4 position;
31 layout(location=1) in vec2 texcoord;
32 layout(location=0) out vec2 _vs_out_texcoord;
35 gl_Position = mvp*position;
36 _vs_out_texcoord = texcoord;
40 /* Expected output: fragment
41 layout(set=0, binding=71) uniform sampler2D tex;
42 layout(location=0) out vec4 frag_color;
43 layout(location=0) in vec2 _vs_out_texcoord;
46 frag_color = textureLod(tex, _vs_out_texcoord, 0.0)*0.8;