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// [config]
// expect_result: pass
// glsl_version: 1.50
// require_extensions: GL_ARB_separate_shader_objects
// [end config]
#version 150
#extension GL_ARB_separate_shader_objects: require
layout(points) in;
layout(points) out;
layout(location = 0) in vec4 in_position[];
layout(location = 0) out vec4 position;
layout(location = 1) out vec4 color;
void main()
{
for (int i = 0; i < gl_in.length(); i++) {
position = in_position[i];
color = vec4(0);
EmitVertex();
}
}
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