3 layout(location = 3) vec4 v4; // ERROR
\r
5 layout(location = 4) uniform vec4 uv4;
\r
7 layout(location = 2) in inb1 { vec4 v; } b1; // ERROR
\r
8 layout(location = 2) out outb1 { vec4 v; } b2; // ERROR
\r
11 float gl_ClipDistance[];
\r
16 gl_ClipDistance[2] = 3.7;
\r
21 in float g; // ERROR
\r
22 uniform float h; // ERROR
\r
23 invariant float i; // ERROR
\r
24 volatile float j; // ERROR
\r
25 layout(row_major) mat3 m3; // ERROR
\r
28 void foo3(invariant vec4 v4, // ERROR
\r
30 layout(location = 3) vec2 v2, // ERROR
\r
31 centroid vec3 cv3) // ERROR
\r
36 mat3x2 m[7]; // needs 7*3 locations
\r
37 float f; // needs 1 location
\r
38 }; // needs 22 locations
\r
40 layout(location = 10) out S cs[2]; // 10 through 10 + 2 * 22 - 1 = 53
\r
41 layout(location = 54) out float cf;
\r
42 layout(location = 53) out float cg; // ERROR, collision at 31
\r
44 layout(location = 10) in vec4 alias1;
\r
45 layout(location = 10) in vec4 alias2; // okay for vertex input on desktop
\r
47 out float gl_ClipDistance[17]; // ERROR, size too big