+uniform mat4 mvp;
+uniform sampler2D tex;
+uniform vec3 tint;
+uniform vec3 ambient;
+
+#pragma MSP stage(vertex)
+layout(location=0) in vec4 position;
+layout(location=1) in vec3 normal;
+layout(location=2) in vec2 texcoord;
+void main()
+{
+ out float light = normal.z;
+ passthrough;
+ gl_Position = mvp*position;
+}
+
+#pragma MSP stage(fragment)
+out vec4 frag_color;
+void main()
+{
+ vec3 color = texture(tex, texcoord);
+ color *= tint;
+ color *= light;
+ color += ambient;
+ frag_color = vec4(color, 1.0);
+}
+
+/* Expected output: vertex
+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;
+void main()
+{
+ light = normal.z;
+ _vs_out_texcoord = texcoord;
+ gl_Position = mvp*position;
+}
+*/
+
+/* Expected output: fragment
+uniform sampler2D tex;
+uniform vec3 tint;
+uniform vec3 ambient;
+out vec4 frag_color;
+in vec2 _vs_out_texcoord;
+in float light;
+void main()
+{
+ vec3 color = texture(tex, _vs_out_texcoord);
+ color *= tint;
+ color *= light;
+ color += ambient;
+ frag_color = vec4(color, 1.0);
+}
+*/