uniform Lighting { vec4 light_dir[2]; }; uniform Transform { mat4 vp; mat4 model; }; const bool use_light = false; #pragma MSP stage(vertex) layout(location=0) in vec4 vertex; layout(location=1) in vec3 normal; out vec3 world_light_dir[2]; void main() { vec4 world_vertex = model*vertex; out vec3 world_normal = mat3(model)*normal; gl_Position = vp*world_vertex; for(int i=0; i<2; ++i) world_light_dir[i] = light_dir[i].xyz-world_vertex.xyz*light_dir[i].w; } #pragma MSP stage(fragment) layout(location=0) out vec4 frag_color; void main() { vec3 color = vec3(0.1); if(use_light) { for(int i=0; i<2; ++i) { float intensity = max(dot(normalize(world_normal), world_light_dir[i]), 0.0); 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(0.1), 1.0); } */