uniform sampler2D tex;
-uniform mat4 mvp;
+layout(push_constant) uniform Transform
+{
+ mat4 mvp;
+};
#pragma MSP stage(vertex)
layout(location=0) in vec4 position;
frag_color = textureLod(tex, texcoord, 0.0)*0.8;
}
+// Target API: Vulkan
+
/* Expected output: vertex
-uniform mat4 mvp;
+layout(push_constant) uniform Transform
+{
+ mat4 mvp;
+};
layout(location=0) in vec4 position;
layout(location=1) in vec2 texcoord;
-out vec2 _vs_out_texcoord;
+layout(location=0) out vec2 _vs_out_texcoord;
void main()
{
gl_Position = mvp*position;
*/
/* Expected output: fragment
-uniform sampler2D tex;
+layout(set=0, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
-in vec2 _vs_out_texcoord;
+layout(location=0) in vec2 _vs_out_texcoord;
void main()
{
frag_color = textureLod(tex, _vs_out_texcoord, 0.0)*0.8;