uniform Colors { vec4 top_left; vec4 top_right; vec4 bottom_left; vec4 bottom_right; }; #pragma MSP stage(vertex) layout(location=0) in vec4 position; void main() { gl_Position = position; passthrough; } #pragma MSP stage(fragment) layout(location=0) out vec4 frag_color; void main() { frag_color = (position.x>0 ? position.y>0 ? top_right : bottom_right : position.y>0 ? top_left : bottom_left); } /* Expected output: vertex layout(location=0) in vec4 position; layout(location=0) out vec4 _vs_out_position; void main() { gl_Position = position; _vs_out_position = position; } */ /* Expected output: fragment layout(binding=23) uniform Colors { vec4 top_left; vec4 top_right; vec4 bottom_left; vec4 bottom_right; }; layout(location=0) out vec4 frag_color; layout(location=0) in vec4 _vs_out_position; void main() { frag_color = _vs_out_position.x>0.0?(_vs_out_position.y>0.0?top_right:bottom_right):_vs_out_position.y>0.0?top_left:bottom_left; } */