1 uniform mat4 projection;
3 #pragma MSP stage(vertex)
4 layout(location=0) in vec4 position;
5 layout(location=1) in vec3 normal;
13 gl_Position = projection*eye_vertex;
14 out float alpha = color.a;
17 #pragma MSP stage(fragment)
18 layout(location=0) out vec4 frag_color;
21 frag_color = vec4(color.rgb, alpha);
24 /* Expected output: vertex
25 uniform mat4 projection;
34 gl_Position = projection*eye_vertex;
39 /* Expected output: fragment
40 layout(location=0) out vec4 frag_color;
48 frag_color = vec4(color.rgb, alpha);