frag_color = vec4(color, 1.0);
}
+// Target API: OpenGL
+
/* Expected output: vertex
layout(location=0) uniform mat4 model_matrix;
layout(location=4) uniform mat4 vp_matrix;
void main()
{
gl_Position = vp_matrix*model_matrix*position;
+ gl_Position.z = gl_Position.z*2.0-gl_Position.w;
}
*/