#version 430 core | |
layout(location = 3) vec4 v4; // ERROR | |
layout(location = 3) uniform vec4 uv4; | |
layout(location = 2) in inb1 { vec4 v; } b1; // ERROR | |
layout(location = 2) out outb1 { vec4 v; } b2; // ERROR | |
out gl_PerVertex { | |
float gl_ClipDistance[]; | |
}; | |
void foo() | |
{ | |
gl_ClipDistance[2] = 3.7; | |
} | |
struct sp { | |
highp float f; | |
in float g; // ERROR | |
uniform float h; // ERROR | |
invariant float i; // ERROR | |
volatile float j; // ERROR | |
layout(row_major) mat3 m3; // ERROR | |
}; | |
void foo3(invariant vec4 v4, // ERROR | |
volatile vec3 v3, | |
layout(location = 3) vec2 v2, // ERROR | |
centroid vec3 cv3) // ERROR | |
{ | |
} |