6 float gl_ClipDistance[];
\r
9 const float cx = 4.20;
\r
10 const float dx = 4.20;
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12 highp in vec4 badorder;
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13 out invariant vec4 badorder2;
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14 out flat vec4 badorder3;
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20 gl_ClipDistance[2] = 3.7;
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22 if (bad[0].x == cx.x)
\r
25 gl_ClipDistance[0] = f.x;
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28 layout(binding = 3) uniform boundblock { int aoeu; } boundInst;
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29 layout(binding = 7) uniform anonblock { int aoeu; } ;
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30 layout(binding = 4) uniform sampler2D sampb1;
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31 layout(binding = 5) uniform sampler2D sampb2[10];
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32 layout(binding = 31) uniform sampler2D sampb4;
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34 struct S { mediump float a; highp uvec2 b; highp vec3 c; };
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35 struct SS { vec4 b; S s; vec4 c; };
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36 layout(location = 0) flat out SS var;
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37 out MS { layout(location = 17) float f; } outMS;
\r