}
/* Expected output: vertex
-uniform mat4 projection;
-out vec4 eye_vertex;
+layout(location=0) uniform mat4 projection;
+layout(location=0) out vec4 eye_vertex;
out VertexOut
{
vec4 color;
};
-out float alpha;
+layout(location=1) out float alpha;
void main()
{
gl_Position = projection*eye_vertex;
{
vec4 color;
};
-in float alpha;
+layout(location=1) in float alpha;
void main()
{
frag_color = vec4(color.rgb, alpha);