+uniform Shadow
+{
+ mat4 shadow_matrix;
+};
+uniform Camera
+{
+ mat4 viewproj_matrix;
+};
+uniform Surface
+{
+ vec4 color;
+};
+uniform mat4 model_matrix;
+uniform sampler2DShadow shadow_map;
+
+#pragma MSP stage(vertex)
+layout(location=0) in vec4 position;
+void main()
+{
+ out vec4 world_position = model_matrix*position;
+ gl_Position = viewproj_matrix*world_position;
+}
+
+#pragma MSP stage(fragment)
+layout(location=0) out vec4 frag_out;
+float get_shadow()
+{
+ vec3 shadow_coord = (shadow_matrix*world_position).xyz;
+ if(shadow_coord.x>=0 && shadow_coord.x<=1 && shadow_coord.y>=0 && shadow_coord.y<=1)
+ return texture(shadow_map, shadow_coord);
+ else
+ return 1;
+}
+void main()
+{
+ frag_out = vec4(color.rgb*get_shadow(), color.a);
+}
+
+/* Expected output: vertex
+layout(binding=72) uniform Camera
+{
+ mat4 viewproj_matrix;
+};
+layout(location=0) uniform mat4 model_matrix;
+layout(location=0) in vec4 position;
+layout(location=0) out vec4 world_position;
+void main()
+{
+ world_position = model_matrix*position;
+ gl_Position = viewproj_matrix*world_position;
+}
+*/
+
+/* Expected output: fragment
+layout(binding=71) uniform Shadow
+{
+ mat4 shadow_matrix;
+};
+layout(binding=77) uniform Surface
+{
+ vec4 color;
+};
+layout(location=4, binding=73) uniform sampler2DShadow shadow_map;
+layout(location=0) out vec4 frag_out;
+layout(location=0) in vec4 world_position;
+float get_shadow()
+{
+ vec3 shadow_coord = (shadow_matrix*world_position).xyz;
+ if(shadow_coord.x>=0.0&&shadow_coord.x<=1.0&&shadow_coord.y>=0.0&&shadow_coord.y<=1.0)
+ return texture(shadow_map, shadow_coord);
+ else
+ return 1.0;
+}
+void main()
+{
+ frag_out = vec4(color.rgb*get_shadow(), color.a);
+}
+*/