#pragma MSP stage(vertex)
layout(location=0) in vec4 position;
-int main()
+void main()
{
gl_Position = mat4(mvp)*vec4(position);
}
/* Expected output: vertex
layout(location=0) uniform mat4 mvp;
layout(location=0) in vec4 position;
-int main()
+void main()
{
gl_Position = mat4(mvp)*vec4(position);
}