frag_color = vec4(color, 1.0);
}
+// Target API: OpenGL
+
/* Expected output: vertex
layout(location=0) uniform mat4 mvp;
layout(location=0) in vec4 position;
light = normal.z;
_vs_out_texcoord = texcoord;
gl_Position = mvp*position;
+ gl_Position.z = gl_Position.z*2.0-gl_Position.w;
}
*/