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