tests: Remove std140 to avoid warnings
diff --git a/tests/render_tests.cpp b/tests/render_tests.cpp
index 9db980f..943dc30 100644
--- a/tests/render_tests.cpp
+++ b/tests/render_tests.cpp
@@ -1806,7 +1806,7 @@
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
- "layout (std140, binding = 0) uniform bufferVals {\n"
+ "layout (binding = 0) uniform bufferVals {\n"
" mat4 mvp;\n"
"} myBufferVals;\n"
"layout (location = 0) in vec4 pos;\n"
@@ -2299,7 +2299,7 @@
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
"layout (location = 0) out vec4 outColor;\n"
- "layout (std140, binding = 0) uniform bufferVals {\n"
+ "layout (binding = 0) uniform bufferVals {\n"
" vec4 red;\n"
" vec4 green;\n"
" vec4 blue;\n"
@@ -2396,10 +2396,10 @@
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
- "layout (std140, binding = 0) uniform redVal { vec4 color; } myRedVal\n;"
- "layout (std140, binding = 1) uniform greenVal { vec4 color; } myGreenVal\n;"
- "layout (std140, binding = 2) uniform blueVal { vec4 color; } myBlueVal\n;"
- "layout (std140, binding = 3) uniform whiteVal { vec4 color; } myWhiteVal\n;"
+ "layout (binding = 0) uniform redVal { vec4 color; } myRedVal\n;"
+ "layout (binding = 1) uniform greenVal { vec4 color; } myGreenVal\n;"
+ "layout (binding = 2) uniform blueVal { vec4 color; } myBlueVal\n;"
+ "layout (binding = 3) uniform whiteVal { vec4 color; } myWhiteVal\n;"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = myBlueVal.color;\n"
@@ -2416,10 +2416,10 @@
// the shader to select which it wants to read from with a binding
// Let's populate the buffers with a single color each:
- // layout (std140, binding = 0) uniform bufferVals { vec4 red; } myRedVal;
- // layout (std140, binding = 1) uniform bufferVals { vec4 green; } myGreenVal;
- // layout (std140, binding = 2) uniform bufferVals { vec4 blue; } myBlueVal;
- // layout (std140, binding = 3) uniform bufferVals { vec4 white; } myWhiteVal;
+ // layout (binding = 0) uniform bufferVals { vec4 red; } myRedVal;
+ // layout (binding = 1) uniform bufferVals { vec4 green; } myGreenVal;
+ // layout (binding = 2) uniform bufferVals { vec4 blue; } myBlueVal;
+ // layout (binding = 3) uniform bufferVals { vec4 white; } myWhiteVal;
const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 };
const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 };
@@ -2491,10 +2491,10 @@
"#version 430\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
- "layout (std140, binding = 0) uniform redVal { vec4 red; };"
- "layout (std140, binding = 1) uniform greenVal { vec4 green; };"
- "layout (std140, binding = 2) uniform blueVal { vec4 blue; };"
- "layout (std140, binding = 3) uniform whiteVal { vec4 white; };"
+ "layout (binding = 0) uniform redVal { vec4 red; };"
+ "layout (binding = 1) uniform greenVal { vec4 green; };"
+ "layout (binding = 2) uniform blueVal { vec4 blue; };"
+ "layout (binding = 3) uniform whiteVal { vec4 white; };"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = blue;\n"
@@ -2510,10 +2510,10 @@
// the shader to select which it wants to read from with a binding
// Let's populate the buffers with a single color each:
- // layout (std140, binding = 0) uniform bufferVals { vec4 red; } myRedVal;
- // layout (std140, binding = 1) uniform bufferVals { vec4 green; } myGreenVal;
- // layout (std140, binding = 2) uniform bufferVals { vec4 blue; } myBlueVal;
- // layout (std140, binding = 3) uniform bufferVals { vec4 white; } myWhiteVal;
+ // layout (binding = 0) uniform bufferVals { vec4 red; } myRedVal;
+ // layout (binding = 1) uniform bufferVals { vec4 green; } myGreenVal;
+ // layout (binding = 2) uniform bufferVals { vec4 blue; } myBlueVal;
+ // layout (binding = 3) uniform bufferVals { vec4 white; } myWhiteVal;
const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 };
const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 };
@@ -2599,10 +2599,10 @@
" vec4 member9;\n"
" };\n"
"\n"
- "layout (std140, binding = 0) uniform redVal { vec4 red; };"
- "layout (std140, binding = 1) uniform greenVal { vec4 green; };"
- "layout (std140, binding = 2) uniform blueVal { vec4 blue; };"
- "layout (std140, binding = 3) uniform whiteVal { vec4 white; };"
+ "layout (binding = 0) uniform redVal { vec4 red; };"
+ "layout (binding = 1) uniform greenVal { vec4 green; };"
+ "layout (binding = 2) uniform blueVal { vec4 blue; };"
+ "layout (binding = 3) uniform whiteVal { vec4 white; };"
"layout (location = 0) out vec4 outColor;\n"
"PS_INPUT MainFs()\n"
"{\n"
@@ -2628,10 +2628,10 @@
// the shader to select which it wants to read from with a binding
// Let's populate the buffers with a single color each:
- // layout (std140, binding = 0) uniform bufferVals { vec4 red; } myRedVal;
- // layout (std140, binding = 1) uniform bufferVals { vec4 green; } myGreenVal;
- // layout (std140, binding = 2) uniform bufferVals { vec4 blue; } myBlueVal;
- // layout (std140, binding = 3) uniform bufferVals { vec4 white; } myWhiteVal;
+ // layout (binding = 0) uniform bufferVals { vec4 red; } myRedVal;
+ // layout (binding = 1) uniform bufferVals { vec4 green; } myGreenVal;
+ // layout (binding = 2) uniform bufferVals { vec4 blue; } myBlueVal;
+ // layout (binding = 3) uniform bufferVals { vec4 white; } myWhiteVal;
const float redVals[4] = { 1.0, 0.0, 0.0, 1.0 };
const float greenVals[4] = { 0.0, 1.0, 0.0, 1.0 };
@@ -2687,7 +2687,7 @@
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
- "layout (std140, binding=0) uniform bufferVals {\n"
+ "layout (binding=0) uniform bufferVals {\n"
" mat4 mvp;\n"
"} myBufferVals;\n"
"layout (location=0) in vec4 pos;\n"
@@ -2838,10 +2838,10 @@
"layout (binding = 2) uniform sampler2D surface3;\n"
- "layout (std140, binding = 4) uniform redVal { vec4 red; };"
- "layout (std140, binding = 6) uniform greenVal { vec4 green; };"
- "layout (std140, binding = 5) uniform blueVal { vec4 blue; };"
- "layout (std140, binding = 7) uniform whiteVal { vec4 white; };"
+ "layout (binding = 4) uniform redVal { vec4 red; };"
+ "layout (binding = 6) uniform greenVal { vec4 green; };"
+ "layout (binding = 5) uniform blueVal { vec4 blue; };"
+ "layout (binding = 7) uniform whiteVal { vec4 white; };"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = red * vec4(0.00001);\n"
@@ -2948,10 +2948,10 @@
"layout (binding = 1) uniform sampler2D surface1;\n"
"layout (binding = 2) uniform sampler2D surface2;\n"
"layout (binding = 3) uniform sampler2D surface3;\n"
- "layout (std140, binding = 4) uniform redVal { vec4 red; };"
- "layout (std140, binding = 5) uniform greenVal { vec4 green; };"
- "layout (std140, binding = 6) uniform blueVal { vec4 blue; };"
- "layout (std140, binding = 7) uniform whiteVal { vec4 white; };"
+ "layout (binding = 4) uniform redVal { vec4 red; };"
+ "layout (binding = 5) uniform greenVal { vec4 green; };"
+ "layout (binding = 6) uniform blueVal { vec4 blue; };"
+ "layout (binding = 7) uniform whiteVal { vec4 white; };"
"layout (location = 0) out vec4 outColor;\n"
"void main() {\n"
" outColor = red;// * vec4(0.00001);\n"
@@ -3037,7 +3037,7 @@
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
- "layout (std140, binding = 0) uniform mixedBuffer {\n"
+ "layout (binding = 0) uniform mixedBuffer {\n"
" vec4 fRed;\n"
" vec4 fGreen;\n"
" layout(row_major) mat4 worldToProj;\n"
@@ -3107,7 +3107,7 @@
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
- "layout (std140, binding = 0) uniform mixedBuffer {\n"
+ "layout (binding = 0) uniform mixedBuffer {\n"
" vec4 fRed;\n"
" vec4 fGreen;\n"
" layout(row_major) mat4 worldToProj;\n"
@@ -3497,7 +3497,7 @@
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
- "layout (std140, binding = 0) uniform mixedBuffer {\n"
+ "layout (binding = 0) uniform mixedBuffer {\n"
" vec4 fRed;\n"
" vec4 fGreen;\n"
" layout(row_major) mat4 worldToProj;\n"
@@ -3576,7 +3576,7 @@
"layout( location = 0 ) in vec4 inColor[3];\n"
"layout( location = 0 ) out vec4 color;\n"
- "layout (std140, binding = 0) uniform mixedBuffer {\n"
+ "layout (binding = 0) uniform mixedBuffer {\n"
" vec4 fRed;\n"
" vec4 fGreen;\n"
" layout(row_major) mat4 worldToProj;\n"
@@ -3669,7 +3669,7 @@
"#version 140\n"
"#extension GL_ARB_separate_shader_objects : enable\n"
"#extension GL_ARB_shading_language_420pack : enable\n"
- "layout (std140, binding = 0) uniform mixedBuffer {\n"
+ "layout (binding = 0) uniform mixedBuffer {\n"
" vec4 fRed;\n"
" vec4 fGreen;\n"
" layout(row_major) mat4 worldToProj;\n"