-uniform mat4 vp_matrix;
+layout(push_constant) uniform Transform
+{
+ mat4 vp_matrix;
+};
uniform sampler2D tex;
#pragma MSP stage(vertex)
#pragma MSP stage(geometry)
layout(triangles) in;
-layout(triangles, max_vertices=3) out;
+layout(triangle_strip, max_vertices=3) out;
void main()
{
for(int i=0; i<3; ++i)
frag_color = texture(tex, texcoord);
}
+// Target API: Vulkan
+
/* Expected output: vertex
-uniform mat4 vp_matrix;
+layout(push_constant) uniform Transform
+{
+ mat4 vp_matrix;
+};
layout(location=0) in vec4 position;
layout(location=1) in vec2 texcoord;
layout(location=2) in vec4 instance_transform[3];
-out vec2 _vs_out_texcoord;
+layout(location=0) out vec2 _vs_out_texcoord;
void main()
{
- _vs_out_texcoord = texcoord;
- gl_Position = vp_matrix*transpose(mat4(instance_transform[0], instance_transform[1], instance_transform[2], vec4(0.0, 0.0, 0.0, 1.0)))*position;
+ _vs_out_texcoord = texcoord;
+ gl_Position = vp_matrix*transpose(mat4(instance_transform[0], instance_transform[1], instance_transform[2], vec4(0.0, 0.0, 0.0, 1.0)))*position;
}
*/
/* Expected output: geometry
layout(triangles) in;
-layout(triangles, max_vertices=3) out;
-in vec2 _vs_out_texcoord[];
-out vec2 _gs_out_texcoord;
+layout(triangle_strip, max_vertices=3) out;
+layout(location=0) in vec2 _vs_out_texcoord[3];
+layout(location=0) out vec2 _gs_out_texcoord;
void main()
{
for(int i = 0; i<3; ++i)
*/
/* Expected output: fragment
-uniform sampler2D tex;
+layout(set=0, binding=71) uniform sampler2D tex;
layout(location=0) out vec4 frag_color;
-in vec2 _gs_out_texcoord;
+layout(location=0) in vec2 _gs_out_texcoord;
void main()
{
frag_color = texture(tex, _gs_out_texcoord);