X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=tests%2Fglsl%2Farithmetic_assignment.glsl;h=01e03b075a1580951d510b43a9e9653acdb6457f;hp=d6c48ad89152909634f027c413ac1238fc4c3a27;hb=7b03ca83ca6c48b9f8c3f77c13760e7f87e9632d;hpb=9cfccf5c4e366e033cfd5eebf8955d2b13202b46 diff --git a/tests/glsl/arithmetic_assignment.glsl b/tests/glsl/arithmetic_assignment.glsl index d6c48ad8..01e03b07 100644 --- a/tests/glsl/arithmetic_assignment.glsl +++ b/tests/glsl/arithmetic_assignment.glsl @@ -26,12 +26,12 @@ void main() } /* Expected output: vertex -uniform mat4 mvp; +layout(location=0) uniform mat4 mvp; layout(location=0) in vec4 position; layout(location=1) in vec3 normal; layout(location=2) in vec2 texcoord; -out float light; -out vec2 _vs_out_texcoord; +layout(location=0) out float light; +layout(location=1) out vec2 _vs_out_texcoord; void main() { light = normal.z; @@ -41,12 +41,12 @@ void main() */ /* Expected output: fragment -uniform sampler2D tex; -uniform vec3 tint; -uniform vec3 ambient; -out vec4 frag_color; -in vec2 _vs_out_texcoord; -in float light; +layout(location=4) uniform sampler2D tex; +layout(location=5) uniform vec3 tint; +layout(location=6) uniform vec3 ambient; +layout(location=0) out vec4 frag_color; +layout(location=1) in vec2 _vs_out_texcoord; +layout(location=0) in float light; void main() { vec3 color = texture(tex, _vs_out_texcoord).rgb;