break;
step = i;
}
gl_Position = position+vec4(step, 0.0, 0.0, 0.0);
}
break;
step = i;
}
gl_Position = position+vec4(step, 0.0, 0.0, 0.0);
}
/* Expected output: vertex
layout(location=0) in vec4 position;
layout(location=1) in vec3 direction;
/* Expected output: vertex
layout(location=0) in vec4 position;
layout(location=1) in vec3 direction;
- gl_Position = position+vec4(step, 0.0, 0.0, 0.0);
+ gl_Position = position+vec4(float(step), 0.0, 0.0, 0.0);