+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;
+}
+*/