1 #pragma MSP stage(vertex)
2 layout(location=0) in vec4 position;
3 out float gl_ClipDistance[1];
6 gl_ClipDistance[0] = dot(position.xyz, vec3(0.0, 0.0, 1.0));
7 gl_Position = position;
10 /* Expected output: vertex
15 float gl_ClipDistance[1];
17 layout(location=0) in vec4 position;
20 gl_ClipDistance[0] = dot(position.xyz, vec3(0.0, 0.0, 1.0));
21 gl_Position = position;