frag_color = vec4(material_color*l*occlusion, 1.0);
}
+// Target API: OpenGL
+
/* Expected output: vertex
layout(location=0) uniform mat4 mvp;
layout(location=4) uniform vec3 offset;
gl_Position = mvp*(position+vec4(offset, 1.0));
_vs_out_normal = normal;
_vs_out_texcoord = texcoord;
+ gl_Position.z = gl_Position.z*2.0-gl_Position.w;
}
*/
};
layout(location=5) uniform LightParams light;
layout(location=9) uniform vec3 material_color;
-layout(location=10) uniform sampler2D occlusion_map;
+layout(location=10, binding=83) uniform sampler2D occlusion_map;
layout(location=0) out vec4 frag_color;
layout(location=1) in vec2 _vs_out_texcoord;
layout(location=0) in vec3 _vs_out_normal;