3 #pragma MSP stage(vertex)
4 layout(location=0) in vec4 position;
5 layout(location=1) in vec4 offset;
6 vec4 transform_position(vec4 pos)
9 return mvp*(pos+pos_1);
14 gl_Position = transform_position(pos+position);
17 /* Expected output: vertex
18 layout(location=0) uniform mat4 mvp;
19 layout(location=0) in vec4 position;
20 layout(location=1) in vec4 offset;
23 gl_Position = mvp*(vec4(0.0)+position+offset);