#pragma MSP stage(geometry)
layout(triangles) in;
-layout(triangles, max_vertices=3) out;
+layout(triangle_strip, max_vertices=3) out;
out GeometryOut
{
vec2 texcoord;
frag_color = texture(tex, gs_out.texcoord);
}
+// Target API: Vulkan
+
/* Expected output: vertex
layout(location=0) in vec4 position;
out VertexOut
/* Expected output: geometry
layout(triangles) in;
-layout(triangles, max_vertices=3) out;
+layout(triangle_strip, max_vertices=3) out;
out GeometryOut
{
vec2 texcoord;
in VertexOut
{
vec2 texcoord;
-} vs_out[];
+} vs_out[3];
void main()
{
for(int i = 0; i<3; ++i)
*/
/* Expected output: fragment
-uniform sampler2D tex;
+layout(set=0, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
in GeometryOut
{