out vec4 frag_color;
void main()
{
- vec3 color = texture(tex, texcoord);
+ vec3 color = texture(tex, texcoord).rgb;
color *= tint;
color *= light;
color += ambient;
in float light;
void main()
{
- vec3 color = texture(tex, _vs_out_texcoord);
+ vec3 color = texture(tex, _vs_out_texcoord).rgb;
color *= tint;
color *= light;
color += ambient;
#pragma MSP stage(vertex)
layout(location=0) in vec4 position;
-layout(location=1) in float v;
+layout(location=1) in vec4 v;
void main()
{
float a = v.x-v.y;
/* Expected output: vertex
layout(location=0) in vec4 position;
-layout(location=1) in float v;
+layout(location=1) in vec4 v;
void main()
{
gl_Position = position*((v.x-v.y-(v.z-v.w))+(v.x-v.y)*(v.z-v.w));