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Add a tint property for PBR materials
[libs/gl.git] / tests / glsl / function_arguments_inline.glsl
1 layout(push_constant) uniform Transform
2 {
3         mat4 mvp;
4 };
5
6 #pragma MSP stage(vertex)
7 layout(location=0) in vec4 position;
8 vec4 transform_position(vec4 p)
9 {
10         return mvp*p;
11 }
12 void main()
13 {
14         gl_Position = transform_position(position);
15 }
16
17 // Target API: Vulkan
18
19 /* Expected output: vertex
20 layout(push_constant) uniform Transform
21 {
22         mat4 mvp;
23 };
24 layout(location=0) in vec4 position;
25 void main()
26 {
27         gl_Position = mvp*position;
28 }
29 */