godot/tests/python_build/fixtures/glsl/vertex_fragment_expected_full.glsl

/* WARNING, THIS FILE WAS GENERATED, DO NOT EDIT */
#ifndef VERTEX_FRAGMENT_SHADER_GLSL_RAW_H
#define VERTEX_FRAGMENT_SHADER_GLSL_RAW_H

static const char vertex_fragment_shader_glsl[] = {
R"<!>(#[versions]

lines = "#define MODE_LINES";

#[vertex]

#version 450

#VERSION_DEFINES

layout(location = 0) out vec3 uv_interp;

void main() {

#ifdef MODE_LINES
	uv_interp = vec3(0,0,1);
#endif
}

#[fragment]

#version 450

#VERSION_DEFINES

#define M_PI 3.14159265359

layout(location = 0) out vec4 dst_color;

void main() {
	dst_color = vec4(1,1,0,0);
}
)<!>"
};
#endif