out vec4 frag_color;
void main()
{
- vec3 color = texture(tex, texcoord);
+ vec3 color = texture(tex, texcoord).rgb;
color *= tint;
color *= light;
color += ambient;
}
/* Expected output: vertex
-uniform mat4 mvp;
+layout(location=0) uniform mat4 mvp;
layout(location=0) in vec4 position;
layout(location=1) in vec3 normal;
layout(location=2) in vec2 texcoord;
-out float light;
-out vec2 _vs_out_texcoord;
+layout(location=0) out float light;
+layout(location=1) out vec2 _vs_out_texcoord;
void main()
{
light = normal.z;
*/
/* Expected output: fragment
-uniform sampler2D tex;
-uniform vec3 tint;
-uniform vec3 ambient;
-out vec4 frag_color;
-in vec2 _vs_out_texcoord;
-in float light;
+layout(location=4) uniform sampler2D tex;
+layout(location=5) uniform vec3 tint;
+layout(location=6) uniform vec3 ambient;
+layout(location=0) out vec4 frag_color;
+layout(location=1) in vec2 _vs_out_texcoord;
+layout(location=0) in float light;
void main()
{
- vec3 color = texture(tex, _vs_out_texcoord);
+ vec3 color = texture(tex, _vs_out_texcoord).rgb;
color *= tint;
color *= light;
color += ambient;