1 #pragma MSP stage(vertex)
2 layout(location=0) in vec4 position;
3 layout(location=1) in vec2 scale;
4 float square(float arg)
10 float x_sq = square(scale.x);
11 float y_sq = square(scale.y);
12 gl_Position = position*sqrt(x_sq+y_sq);
15 /* Expected output: vertex
16 layout(location=0) in vec4 position;
17 layout(location=1) in vec2 scale;
18 float square(float arg)
24 gl_Position = position*sqrt(square(scale.x)+square(scale.y));