//TEST:SIMPLE(filecheck=CHECK_SPIRV): -target spirv -entry main -stage vertex //TEST:SIMPLE(filecheck=CHECK_GLSL): -target glsl -entry main -stage vertex // CHECK_SPIRV: OpEntryPoint // CHECK_SPIRV: OpVariable {{.*}} Input {{.*}} Location 0 // CHECK_SPIRV-DAG: OpVariable {{.*}} Uniform // CHECK_SPIRV-DAG: OpVariable {{.*}} Input {{.*}} Location 1 // CHECK_SPIRV-DAG: OpVariable {{.*}} Output {{.*}} Location 0 // CHECK_GLSL: layout(location = 0) // CHECK_GLSL-NEXT: in // CHECK_GLSL: layout(location = 1) // CHECK_GLSL-NEXT: in // CHECK_GLSL: layout(std140) uniform // CHECK_GLSL: layout(location = 0) // CHECK_GLSL-NEXT: out // CHECK_GLSL: void main #version 330 core layout(location=0) in float3 a_position; layout(location=1) in float4 a_color; out float4 v_color; uniform matrix u_transform; void main() { gl_Position = u_transform * vec4(a_position, 1.0); v_color = a_color; }