frag_color = vec4(color, 1.0);
}
+// Target API: OpenGL
+
/* Expected output: vertex
layout(location=0) uniform mat4 mvp;
layout(location=0) in vec4 position;
light = normal.z;
_vs_out_texcoord = texcoord;
gl_Position = mvp*position;
+ gl_Position.z = gl_Position.z*2.0-gl_Position.w;
}
*/
/* Expected output: fragment
-layout(location=4) uniform sampler2D tex;
+layout(location=4, binding=71) uniform sampler2D tex;
layout(location=5) uniform vec3 tint;
layout(location=6) uniform vec3 ambient;
layout(location=0) out vec4 frag_color;