frag_color = vec4(vec3(light_intensity), 1.0);
}
+// Target API: OpenGL
+
/* Expected output: vertex
layout(location=0) uniform mat4 model_matrix;
layout(location=4) uniform mat4 view_matrix;
world_vertex = model_matrix*vertex;
world_look_dir = normalize(world_vertex.xyz-inverse(view_matrix)[3].xyz);
gl_Position = proj_matrix*view_matrix*world_vertex;
+ gl_Position.z = gl_Position.z*2.0-gl_Position.w;
}
*/