}
/* Expected output: vertex
-uniform Transform
+layout(binding=48) uniform Transform
{
mat4 mvp;
} transform;
layout(location=0) in vec4 position;
layout(location=1) in vec2 texcoord;
-out vec2 _vs_out_texcoord;
+layout(location=0) out vec2 _vs_out_texcoord;
void main()
{
_vs_out_texcoord = texcoord;
*/
/* Expected output: fragment
-uniform Colors
+layout(binding=23) uniform Colors
{
vec4 color1;
vec4 color2;
};
-uniform sampler2D mask;
+layout(location=0, binding=75) uniform sampler2D mask;
layout(location=0) out vec4 frag_color;
-in vec2 _vs_out_texcoord;
+layout(location=0) in vec2 _vs_out_texcoord;
void main()
{
frag_color = texture(mask, _vs_out_texcoord).r>0.5?color1:color2;