frag_color = vs_out.color+vs_out.mask_color;
}
+// Target API: OpenGL
+
/* Expected output: vertex
layout(location=0) uniform mat4 mvp;
layout(location=4) uniform int mask_index;
vs_out.mask_color = vec4(1.0);
vs_out.mask_color[index] = 1.0;
gl_Position = mvp*position;
+ gl_Position.z = gl_Position.z*2.0-gl_Position.w;
}
/*