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#version 440
layout(location = 0) in vec4 position;
layout(location = 1) in vec3 color;
layout(location = 0) out vec3 v_color;
layout(std140, binding = 0) uniform buf {
mat4 mvp;
float opacity;
} ubuf;
out gl_PerVertex { vec4 gl_Position; };
void main()
{
// ensure that the manually defined macro still works
#ifdef MY_MACRO
#if MY_VALUE == 321
v_color = color;
#else
broken MY_VALUE
#endif
#else
broken MY_MACRO
#endif
// fail in non-per-target mode
#if !defined(QSHADER_SPIRV) && !defined(QSHADER_GLSL) && !defined(QSHADER_HLSL) && !defined(QSHADER_MSL)
macros not present?!
#endif
gl_Position = ubuf.mvp * position;
}