}
/* Expected output: vertex
-uniform mat4 model;
-uniform mat4 view_projection;
-uniform vec3 light_dir;
+layout(location=0) uniform mat4 model;
+layout(location=4) uniform mat4 view_projection;
+layout(location=8) uniform vec3 light_dir;
layout(location=0) in vec3 position;
layout(location=1) in vec3 normal;
layout(location=2) in vec3 tangent;
layout(location=3) in vec3 binormal;
layout(location=4) in vec2 texcoord;
-out vec3 tbn_light_dir;
-out vec2 _vs_out_texcoord;
+layout(location=0) out vec3 tbn_light_dir;
+layout(location=1) out vec2 _vs_out_texcoord;
void main()
{
mat3 normal_matrix = mat3(model[0].xyz, model[1].xyz, model[2].xyz);
*/
/* Expected output: fragment
-uniform sampler2D normalmap;
+layout(location=9) uniform sampler2D normalmap;
layout(location=0) out vec4 frag_color;
-in vec2 _vs_out_texcoord;
-in vec3 tbn_light_dir;
+layout(location=1) in vec2 _vs_out_texcoord;
+layout(location=0) in vec3 tbn_light_dir;
void main()
{
frag_color = vec4(vec3(dot(vec3(texture(normalmap, _vs_out_texcoord).xyz)*2.0-1.0, normalize(tbn_light_dir))), float(1));