uniform mat4 mvp; #pragma MSP stage(vertex) layout(location=0) in vec4 position; vec4 transform_position(vec4 p) { return mvp*p; } void main() { gl_Position = transform_position(position); } /* Expected output: vertex uniform mat4 mvp; layout(location=0) in vec4 position; void main() { gl_Position = mvp*position; } */