3 layout(vertices = 4) out; // ERROR
\r
4 layout(quads, cw) in;
\r
5 layout(triangles) in; // ERROR
\r
6 layout(isolines) in; // ERROR
\r
8 layout(ccw) in; // ERROR
\r
11 layout(fractional_odd_spacing) in;
\r
12 layout(equal_spacing) in; // ERROR
\r
13 layout(fractional_even_spacing) in; // ERROR
\r
15 layout(point_mode) in;
\r
17 patch in vec4 patchIn;
\r
18 patch out vec4 patchOut; // ERROR
\r
24 int a = gl_MaxTessEvaluationInputComponents +
\r
25 gl_MaxTessEvaluationOutputComponents +
\r
26 gl_MaxTessEvaluationTextureImageUnits +
\r
27 gl_MaxTessEvaluationUniformComponents +
\r
28 gl_MaxTessPatchComponents +
\r
29 gl_MaxPatchVertices +
\r
32 vec4 p = gl_in[1].gl_Position;
\r
33 float ps = gl_in[1].gl_PointSize; // ERROR, need point_size extension
\r
34 float cd = gl_in[1].gl_ClipDistance[2]; // ERROR, not in ES
\r
36 int pvi = gl_PatchVerticesIn;
\r
37 int pid = gl_PrimitiveID;
\r
38 vec3 tc = gl_TessCoord;
\r
39 float tlo = gl_TessLevelOuter[3];
\r
40 float tli = gl_TessLevelInner[1];
\r
43 gl_PointSize = ps; // ERROR, need point_size extension
\r
44 gl_ClipDistance[2] = cd; // ERROR, not in ES
\r
47 smooth patch in vec4 badp1; // ERROR
\r
48 flat patch in vec4 badp2; // ERROR
\r
49 noperspective patch in vec4 badp3; // ERROR
\r
50 patch sample in vec3 badp4; // ERROR
\r
52 #extension GL_ARB_separate_shader_objects : enable
\r
59 in gl_PerVertex // ERROR, second redeclaration of gl_in
\r
64 layout(quads, cw) out; // ERROR
\r
65 layout(triangles) out; // ERROR
\r
66 layout(isolines) out; // ERROR
\r
67 layout(cw) out; // ERROR
\r
68 layout(fractional_odd_spacing) out; // ERROR
\r
69 layout(equal_spacing) out; // ERROR
\r
70 layout(fractional_even_spacing) out; // ERROR
\r
71 layout(point_mode) out; // ERROR
\r
73 in vec2 ina; // ERROR, not array
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75 in vec2 inc[18]; // ERROR, wrong size
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76 in vec2 ind[gl_MaxPatchVertices];
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78 in testbla { // ERROR, not array
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86 in testblc { // ERROR wrong size
\r
92 } bld[gl_MaxPatchVertices];
\r
94 layout(location = 23) in vec4 ivla[];
\r
95 layout(location = 24) in vec4 ivlb[];
\r
96 layout(location = 24) in vec4 ivlc[]; // ERROR, overlap
\r
98 layout(location = 23) out vec4 ovla[2];
\r
99 layout(location = 24) out vec4 ovlb[2]; // ERROR, overlap
\r
101 in float gl_TessLevelOuter[4]; // ERROR, can't redeclare
\r
107 centroid out vec3 myColor2;
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108 centroid in vec3 centr[];
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109 sample out vec4 perSampleColor;
\r
113 gl_BoundingBoxOES; // ERROR, wrong stage
\r