]> git.tdb.fi Git - libs/gl.git/blobdiff - tests/glsl/parentheses.glsl
Allocate locations to interface variables
[libs/gl.git] / tests / glsl / parentheses.glsl
index 1dec429641b13b9abb172b7aec28c7ec36525eb3..24635017a43093d35e645fbed90a49fa69784aec 100644 (file)
@@ -33,13 +33,13 @@ void main()
 }
 
 /* Expected output: vertex
-uniform mat4 mvp;
-uniform vec3 offset;
+layout(location=0) uniform mat4 mvp;
+layout(location=4) uniform vec3 offset;
 layout(location=0) in vec4 position;
 layout(location=1) in vec3 normal;
 layout(location=2) in vec2 texcoord;
-out vec3 _vs_out_normal;
-out vec2 _vs_out_texcoord;
+layout(location=0) out vec3 _vs_out_normal;
+layout(location=1) out vec2 _vs_out_texcoord;
 void main()
 {
        gl_Position = mvp*(position+vec4(offset, 1.0));
@@ -56,12 +56,12 @@ struct LightParams
   float intensity;
   vec3 dir;
 };
-uniform LightParams light;
-uniform vec3 material_color;
-uniform sampler2D occlusion_map;
+layout(location=5) uniform LightParams light;
+layout(location=9) uniform vec3 material_color;
+layout(location=10) uniform sampler2D occlusion_map;
 layout(location=0) out vec4 frag_color;
-in vec2 _vs_out_texcoord;
-in vec3 _vs_out_normal;
+layout(location=1) in vec2 _vs_out_texcoord;
+layout(location=0) in vec3 _vs_out_normal;
 void main()
 {
        frag_color = vec4(material_color*(light.ambient+light.color*light.intensity*max(dot(light.dir, normalize(_vs_out_normal)), 0.0))*float(texture(occlusion_map, _vs_out_texcoord).x), 1.0);