4 float gl_CullDistance[3];
\r
5 } gl_in[gl_MaxPatchVertices];
\r
8 float gl_CullDistance[3];
\r
13 gl_out[gl_InvocationID].gl_CullDistance[2] = gl_in[1].gl_CullDistance[2];
\r
16 layout(location = 4) out bName1 {
\r
18 layout(location = 5) float g;
\r
20 layout(location = 6) out bName2 {
\r
22 layout(location = 7) float g; // ERROR, location on array
\r