--- /dev/null
+const int n_lights = 0;
+struct LightParams
+{
+ vec3 direction;
+ vec3 color;
+};
+uniform LightParams lights[n_lights];
+uniform vec3 ambient;
+uniform mat4 model_matrix;
+uniform mat4 vp_matrix;
+
+#pragma MSP stage(vertex)
+layout(location=0) in vec4 position;
+layout(location=1) in vec3 normal;
+void main()
+{
+ out vec3 world_normal = mat3(model_matrix)*normal;
+ gl_Position = vp_matrix*model_matrix*position;
+}
+
+#pragma MSP stage(fragment)
+layout(location=0) out vec4 frag_color;
+void main()
+{
+ vec3 color = ambient;
+ for(int i=0; i<n_lights; ++i)
+ color += max(dot(normalize(world_normal), lights[i].direction), 0.0)*lights[i].color;
+ frag_color = vec4(color, 1.0);
+}
+
+/* Expected output: vertex
+uniform mat4 model_matrix;
+uniform mat4 vp_matrix;
+layout(location=0) in vec4 position;
+void main()
+{
+ gl_Position = vp_matrix*model_matrix*position;
+}
+*/
+
+/* Expected output: fragment
+uniform vec3 ambient;
+layout(location=0) out vec4 frag_color;
+void main()
+{
+ frag_color = vec4(ambient, 1.0);
+}
+*/