frag_color = vec4(material_color*l*occlusion, 1.0);
}
+// Target API: OpenGL
+
/* Expected output: vertex
layout(location=0) uniform mat4 mvp;
layout(location=4) uniform vec3 offset;
gl_Position = mvp*(position+vec4(offset, 1.0));
_vs_out_normal = normal;
_vs_out_texcoord = texcoord;
+ gl_Position.z = gl_Position.z*2.0-gl_Position.w;
}
*/