frag_color = color*vec4(texture(heightmap, texcoord).rrr, 1.0);
}
+// Target API: OpenGL
+
/* Expected output: vertex
layout(location=1) uniform mat4 mvp;
-layout(location=0) uniform sampler2D heightmap;
+layout(location=0, binding=16) uniform sampler2D heightmap;
layout(location=0) in vec2 position;
layout(location=1) in vec2 texcoord;
layout(location=0) out vec2 _vs_out_texcoord;
{
gl_Position = mvp*vec4(position, texture(heightmap, texcoord).r, 1.0);
_vs_out_texcoord = texcoord;
+ gl_Position.z = gl_Position.z*2.0-gl_Position.w;
}
*/
/* Expected output: fragment
-layout(location=0) uniform sampler2D heightmap;
+layout(location=0, binding=16) uniform sampler2D heightmap;
layout(location=5) uniform vec4 color;
layout(location=0) out vec4 frag_color;
layout(location=0) in vec2 _vs_out_texcoord;