1 layout(push_constant) uniform Transform
6 #pragma MSP stage(vertex)
7 layout(location=0) in vec4 position;
8 layout(location=1) in vec3 normal;
16 gl_Position = projection*eye_vertex;
17 out float alpha = color.a;
20 #pragma MSP stage(fragment)
21 layout(location=0) out vec4 frag_color;
24 frag_color = vec4(color.rgb, alpha);
29 /* Expected output: vertex
30 layout(push_constant) uniform Transform
34 layout(location=0) out vec4 eye_vertex;
39 layout(location=1) out float alpha;
42 gl_Position = projection*eye_vertex;
47 /* Expected output: fragment
48 layout(location=0) out vec4 frag_color;
53 layout(location=1) in float alpha;
56 frag_color = vec4(color.rgb, alpha);