layout(constant_id=0) const bool use_texture = false;
layout(constant_id=1) const bool use_vertex_color = false;
uniform sampler2D tex;
-uniform mat4 mvp;
+layout(push_constant) uniform Transform
+{
+ mat4 mvp;
+};
#pragma MSP stage(vertex)
layout(location=0) in vec4 position;
frag_color *= color;
}
+// Target API: Vulkan
// Compile mode: module
/* Expected output: vertex
-uniform mat4 mvp;
+layout(push_constant) uniform Transform
+{
+ mat4 mvp;
+};
layout(location=0) in vec4 position;
layout(location=1) in vec4 color;
layout(location=2) in vec2 texcoord;
-out vec4 _vs_out_color;
-out vec2 _vs_out_texcoord;
+layout(location=0) out vec4 _vs_out_color;
+layout(location=1) out vec2 _vs_out_texcoord;
void main()
{
_vs_out_color = color;
/* Expected output: fragment
layout(constant_id=0) const bool use_texture = false;
layout(constant_id=1) const bool use_vertex_color = false;
-uniform sampler2D tex;
+layout(set=0, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
-in vec2 _vs_out_texcoord;
-in vec4 _vs_out_color;
+layout(location=1) in vec2 _vs_out_texcoord;
+layout(location=0) in vec4 _vs_out_color;
void main()
{
frag_color = vec4(1.0);