--- /dev/null
+uniform sampler2D tex;
+
+#pragma MSP stage(vertex)
+layout(location=0) in vec4 position;
+out VertexOut
+{
+ vec2 texcoord;
+} vs_out;
+void main()
+{
+ vs_out.texcoord = position.xy*0.5+0.5;
+ gl_Position = position;
+}
+
+#pragma MSP stage(geometry)
+layout(triangles) in;
+layout(triangles, max_vertices=3) out;
+out GeometryOut
+{
+ vec2 texcoord;
+} gs_out;
+void main()
+{
+ for(int i=0; i<3; ++i)
+ {
+ gs_out.texcoord = vs_out[i].texcoord;
+ passthrough[i];
+ EmitVertex();
+ }
+}
+
+#pragma MSP stage(fragment)
+layout(location=0) out vec4 frag_color;
+void main()
+{
+ frag_color = texture(tex, gs_out.texcoord);
+}
+
+/* Expected output: vertex
+layout(location=0) in vec4 position;
+out VertexOut
+{
+ vec2 texcoord;
+} vs_out;
+void main()
+{
+ vs_out.texcoord = position.xy*0.5+0.5;
+ gl_Position = position;
+}
+*/
+
+/* Expected output: geometry
+layout(triangles) in;
+layout(triangles, max_vertices=3) out;
+out GeometryOut
+{
+ vec2 texcoord;
+} gs_out;
+in VertexOut
+{
+ vec2 texcoord;
+} vs_out[];
+void main()
+{
+ for(int i = 0; i<3; ++i)
+ {
+ gs_out.texcoord = vs_out[i].texcoord;
+ gl_Position = gl_in[i].gl_Position;
+ EmitVertex();
+ }
+}
+*/
+
+/* Expected output: fragment
+uniform sampler2D tex;
+layout(location=0) out vec4 frag_color;
+in GeometryOut
+{
+ vec2 texcoord;
+} gs_out;
+void main()
+{
+ frag_color = texture(tex, gs_out.texcoord);
+}
+*/