]> git.tdb.fi Git - libs/gl.git/blobdiff - tests/glsl/return_type_conversion.glsl
Fix GLSL test cases so they pass the basic tests
[libs/gl.git] / tests / glsl / return_type_conversion.glsl
index 3467311c5192290acad27b72afdacf2a4617ad43..338dc6a7413cf545c651c83931c668bbbe1a825d 100644 (file)
@@ -10,7 +10,10 @@ uniform Surface
 {
        vec4 color;
 };
-uniform mat4 model_matrix;
+layout(push_constant) uniform Transform
+{
+       mat4 model_matrix;
+};
 uniform sampler2DShadow shadow_map;
 
 #pragma MSP stage(vertex)
@@ -36,12 +39,17 @@ void main()
        frag_out = vec4(color.rgb*get_shadow(), color.a);
 }
 
+// Target API: Vulkan
+
 /* Expected output: vertex
-layout(binding=72) uniform Camera
+layout(set=0, binding=24) uniform Camera
 {
        mat4 viewproj_matrix;
 };
-layout(location=0) uniform mat4 model_matrix;
+layout(push_constant) uniform Transform
+{
+       mat4 model_matrix;
+};
 layout(location=0) in vec4 position;
 layout(location=0) out vec4 world_position;
 void main()
@@ -52,15 +60,15 @@ void main()
 */
 
 /* Expected output: fragment
-layout(binding=71) uniform Shadow
+layout(set=0, binding=35) uniform Shadow
 {
        mat4 shadow_matrix;
 };
-layout(binding=77) uniform Surface
+layout(set=0, binding=65) uniform Surface
 {
        vec4 color;
 };
-layout(location=4, binding=73) uniform sampler2DShadow shadow_map;
+layout(set=0, binding=73) uniform sampler2DShadow shadow_map;
 layout(location=0) out vec4 frag_out;
 layout(location=0) in vec4 world_position;
 float get_shadow()