uniform Color { vec4 tint; } global_color; #pragma MSP stage(vertex) layout(location=0) in vec4 position; layout(location=1) in vec4 color; out VertexOut { vec2 texcoord; }; out VertexOut2 { vec4 color; } vs_out; void main() { texcoord = position.xy*0.5+0.5; vs_out.color = color*global_color.tint; gl_Position = position; } /* Expected output: vertex layout(location=0) in vec4 position; void main() { gl_Position = position; } */