+uniform Lighting
+{
+ vec3 light_color[4];
+};
+uniform Params
+{
+ int light_index;
+};
+
+#pragma MSP stage(vertex)
+layout(location=0) in vec4 position;
+void main()
+{
+ gl_Position = position;
+}
+
+#pragma MSP stage(fragment)
+layout(location=0) out vec4 frag_color;
+void main()
+{
+ frag_color = vec4(light_color[light_index], 1.0);
+}
+
+/* Expected output: vertex
+layout(location=0) in vec4 position;
+void main()
+{
+ gl_Position = position;
+}
+*/
+
+/* Expected output: fragment
+layout(binding=5) uniform Lighting
+{
+ vec3 light_color[4];
+};
+layout(binding=80) uniform Params
+{
+ int light_index;
+};
+layout(location=0) out vec4 frag_color;
+void main()
+{
+ frag_color = vec4(light_color[light_index], 1.0);
+}
+*/