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Normalize vertex normal and tangent vectors in vertex shader
[libs/gl.git] / tests / glsl / function_inline_reorder.glsl
1 #pragma MSP stage(vertex)
2 vec4 func();
3 void main()
4 {
5         gl_Position = func();
6 }
7 layout(location=0) in vec4 position;
8 vec4 func()
9 {
10         return position;
11 }
12
13 /* Expected output: vertex
14 layout(location=0) in vec4 position;
15 void main()
16 {
17         gl_Position = position;
18 }
19 */