--- /dev/null
+#pragma MSP stage(vertex)
+layout(binding=0) uniform Transform
+{
+ mat4 model;
+ mat4 vp;
+};
+layout(binding=1) uniform Lighting
+{
+ vec3 position;
+} light;
+layout(location=0) in vec4 position;
+layout(location=1) in vec3 normal;
+void main()
+{
+ vec4 world_pos = model*position;
+ gl_Position = vp*world_pos;
+ out vec3 light_dir = world_pos.xyz-light.position;
+ passthrough;
+}
+
+#pragma MSP stage(fragment)
+layout(binding=1) uniform Lighting
+{
+ vec4 color;
+} light;
+layout(binding=0) uniform Material
+{
+ vec4 color;
+};
+layout(location=0) out vec4 frag_color;
+void main()
+{
+ frag_color = color*vec4(vec3(max(dot(normalize(normal), normalize(light_dir)), 0.0)), 1.0);
+}
+
+/* Expected error:
+<test>:23: Mismatched struct type for binding 1 'Lighting'
+<test>:8: Previously used here
+<test>:27: Overlapping binding 0 for 'Material'
+<test>:3: Previously used here for 'Transform'
+<test>:27: Mismatched struct type for binding 0 'Material'
+<test>:3: Previously used here
+*/