frag_color = vec4(color, 1.0);
}
+// Target API: OpenGL
+
/* Expected output: vertex
struct LightParams
{
mat4 _temp = view_matrix*model_matrix;
eye_normal = mat3(_temp[0].xyz, _temp[1].xyz, _temp[2].xyz)*normal;
gl_Position = proj_matrix*view_matrix*model_matrix*position;
+ gl_Position.z = gl_Position.z*2.0-gl_Position.w;
}
*/