so we can use _IN_ and _OUT_ and get the right things for
desktop/es/legacy GL.
uniform vec4[3] u_clip_rect;
#if GSK_GLES
-varying vec2 vUv;
+#define _OUT_ varying
+#define _IN_ varying
#elif GSK_LEGACY
-varying vec2 vUv;
-varying vec4 outputColor;
+#define _OUT_ varying
+#define _IN_ varying
+_OUT_ vec4 outputColor;
#else
-in vec2 vUv;
-out vec4 outputColor;
+#define _OUT_ out
+#define _IN_ in
+_OUT_ vec4 outputColor;
#endif
+_IN_ vec2 vUv;
// Transform from a GskRoundedRect to a RoundedRect as we need it.
RoundedRect
uniform mat4 u_projection;
uniform mat4 u_modelview;
-
#if GSK_GLES
+#define _OUT_ varying
+#define _IN_ varying
attribute vec2 aPosition;
attribute vec2 aUv;
-varying vec2 vUv;
+_OUT_ vec2 vUv;
#elif GSK_LEGACY
+#define _OUT_ varying
+#define _IN_ varying
attribute vec2 aPosition;
attribute vec2 aUv;
-varying vec2 vUv;
+_OUT_ vec2 vUv;
#else
-in vec2 aPosition;
-in vec2 aUv;
-out vec2 vUv;
+#define _OUT_ out
+#define _IN_ in
+_IN_ vec2 aPosition;
+_IN_ vec2 aUv;
+_OUT_ vec2 vUv;
#endif