3 #extension GL_ARB_separate_shader_objects : enable
\r
5 layout(vertices = 4) out;
\r
9 } gl_out[3]; // ERROR, wrong size
\r
11 out int a[gl_out.length()];
\r
12 out int outb[5]; // ERROR, wrong size
\r
17 vec4 p = gl_in[1].gl_Position;
\r
18 float ps = gl_in[1].gl_PointSize;
\r
19 float cd = gl_in[1].gl_ClipDistance[2];
\r
21 int pvi = gl_PatchVerticesIn;
\r
22 int pid = gl_PrimitiveID;
\r
23 int iid = gl_InvocationID;
\r
25 gl_out[gl_InvocationID].gl_Position = p;
\r
26 gl_out[gl_InvocationID].gl_PointSize = ps; // ERROR
\r
29 out float outf; // ERROR, no array
\r
31 layout (location = 0) in dmat2x4 vs_tcs_first[];
\r
32 layout (location = 12) in dmat2x4 vs_tcs_last[];
\r
36 if ((dmat2x4(dvec4(-0.625, -0.5, -0.375lf, -0.25), dvec4(-0.375, -0.25, -0.125, 0)) != vs_tcs_first[0]) ||
\r
37 (dmat2x4(dvec4(0.375, 0.5, 0.625, 0.75), dvec4(0.625, 0.75, 0.875, -0.625)) != vs_tcs_last[0]))
\r
43 layout(vertices = 0) out; // ERROR, can't be 0
\r