This allows creating shaders without a fragment stage which use the
interface.
{
gl_Position = clip_eye_matrix*eye_world_matrix*world_obj_matrix*vertex;
}
-#pragma MSP stage(fragment)
-void main()
-{
- frag_color = vec4(1.0);
-}
}
#pragma MSP stage(fragment)
+layout(location=0) out vec4 frag_color;
void main()
{
vec3 nview = normalize(view_dir.xyz);
vec3 color;
};
+layout(location=0) out vec4 frag_color;
+
virtual vec3 get_fragment_normal()
{
if(use_normal_map)
layout(location=8) in vec4 texcoord2;
layout(location=9) in vec4 texcoord3;
layout(location=13) in vec4 instance_transform[3];
-
-#pragma MSP stage(fragment)
-layout(location=0) out vec4 frag_color;