uniform Lighting { vec3 light_dir; mat4 shadow_matrix; int shadow_enabled; }; uniform Transform { mat4 vp; mat4 model; }; uniform sampler2DShadow shadow_map; const bool use_light = false; #pragma MSP stage(vertex) layout(location=0) in vec4 vertex; layout(location=1) in vec3 normal; void main() { vec4 world_vertex = model*vertex; out vec3 world_normal = mat3(model)*normal; gl_Position = vp*world_vertex; if(shadow_enabled!=0) { out vec3 shadow_coord = (shadow_matrix*world_vertex).xyz; } } #pragma MSP stage(fragment) layout(location=0) out vec4 frag_color; void main() { vec3 color = vec3(1.0); if(use_light) { float intensity = max(dot(normalize(world_normal), light_dir), 0.0); if(shadow_enabled!=0) intensity *= texture(shadow_map, shadow_coord); color *= intensity; } frag_color = vec4(color, 1.0); } /* Expected output: vertex layout(binding=48) uniform Transform { mat4 vp; mat4 model; }; layout(location=0) in vec4 vertex; void main() { gl_Position = vp*model*vertex; } */ /* Expected output: fragment layout(location=0) out vec4 frag_color; void main() { frag_color = vec4(vec3(1.0), 1.0); } */