3 layout(vertices = 4) out; // ERROR
\r
4 layout(quads, cw) in;
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5 layout(triangles) in; // ERROR
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6 layout(isolines) in; // ERROR
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9 layout(ccw) in; // ERROR
\r
11 layout(fractional_odd_spacing) in;
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12 layout(equal_spacing) in; // ERROR
\r
13 layout(fractional_even_spacing) in; // ERROR
\r
15 layout(point_mode) in;
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17 patch in vec4 patchIn;
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18 patch out vec4 patchOut; // ERROR
\r
24 int a = gl_MaxTessEvaluationInputComponents +
\r
25 gl_MaxTessEvaluationOutputComponents +
\r
26 gl_MaxTessEvaluationTextureImageUnits +
\r
27 gl_MaxTessEvaluationUniformComponents +
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28 gl_MaxTessPatchComponents +
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29 gl_MaxPatchVertices +
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32 vec4 p = gl_in[1].gl_Position;
\r
33 float ps = gl_in[1].gl_PointSize;
\r
34 float cd = gl_in[1].gl_ClipDistance[2];
\r
36 int pvi = gl_PatchVerticesIn;
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37 int pid = gl_PrimitiveID;
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38 vec3 tc = gl_TessCoord;
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39 float tlo = gl_TessLevelOuter[3];
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40 float tli = gl_TessLevelInner[1];
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44 gl_ClipDistance[2] = cd;
\r
47 smooth patch in vec4 badp1; // ERROR
\r
48 flat patch in vec4 badp2; // ERROR
\r
49 noperspective patch in vec4 badp3; // ERROR
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50 patch sample in vec3 badp4; // ERROR
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52 #extension GL_ARB_separate_shader_objects : enable
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56 float gl_ClipDistance[1];
57 } gl_in[]; // ERROR, no size
61 float gl_ClipDistance[1];
62 } gl_in[gl_MaxPatchVertices];