frag_color = srgb_to_linear(texture(tex, texcoord));
}
+// Target API: OpenGL
+
/* Expected output: vertex
-uniform mat4 mvp;
+layout(location=0) uniform mat4 mvp;
layout(location=0) in vec4 position;
layout(location=1) in vec2 texcoord;
-out vec2 _vs_out_texcoord;
+layout(location=0) out vec2 _vs_out_texcoord;
void main()
{
_vs_out_texcoord = texcoord;
gl_Position = mvp*position;
+ gl_Position.z = gl_Position.z*2.0-gl_Position.w;
}
*/
/* Expected output: fragment
-uniform sampler2D tex;
+layout(location=4, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
-in vec2 _vs_out_texcoord;
+layout(location=0) in vec2 _vs_out_texcoord;
void main()
{
vec4 color = texture(tex, _vs_out_texcoord);