#!amber DEVICE_FEATURE geometryShader SHADER vertex vert GLSL #version 460 layout (location=0) in vec4 inPos; void main() { gl_Position = inPos; } END SHADER fragment frag GLSL #version 460 layout (location=0) out vec4 outColor; void main() { if (gl_Layer == 0) outColor = vec4(0.0,1.0,0.0,0.0); else outColor = vec4(1.0,0.0,0.0,0.0); } END BUFFER position DATA_TYPE vec4 DATA -1 -1 0 1 1 -1 0 1 -1 0 0 1 -1 0 0 1 1 -1 0 1 1 0 0 1 -1 0 0 1 1 0 0 1 -1 1 0 1 -1 1 0 1 1 0 0 1 1 1 0 1 END BUFFER framebuffer FORMAT R8G8B8A8_UNORM PIPELINE graphics graphics_pipeline ATTACH vert ATTACH frag VERTEX_DATA position LOCATION 0 FRAMEBUFFER_SIZE 1 1 BIND BUFFER framebuffer AS color LOCATION 0 END CLEAR_COLOR graphics_pipeline 255 255 255 255 CLEAR graphics_pipeline RUN graphics_pipeline DRAW_ARRAY AS TRIANGLE_LIST START_IDX 0 COUNT 12 EXPECT framebuffer IDX 0 0 SIZE 1 1 EQ_RGBA 0 255 0 0