}
/* Expected output: vertex
-uniform mat4 vp_matrix;
+layout(location=0) uniform mat4 vp_matrix;
layout(location=0) in vec4 position;
layout(location=1) in vec2 texcoord;
layout(location=2) in vec4 instance_transform[3];
-out vec2 _vs_out_texcoord;
+layout(location=0) out vec2 _vs_out_texcoord;
void main()
{
_vs_out_texcoord = texcoord;
/* Expected output: geometry
layout(triangles) in;
layout(triangle_strip, max_vertices=3) out;
-in vec2 _vs_out_texcoord[];
-out vec2 _gs_out_texcoord;
+layout(location=0) in vec2 _vs_out_texcoord[];
+layout(location=0) out vec2 _gs_out_texcoord;
void main()
{
for(int i = 0; i<3; ++i)
*/
/* Expected output: fragment
-uniform sampler2D tex;
+layout(location=4, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
-in vec2 _gs_out_texcoord;
+layout(location=0) in vec2 _gs_out_texcoord;
void main()
{
frag_color = texture(tex, _gs_out_texcoord);