3 layout(location = 1) in vec4 in1;
\r
4 in vec4 in2; // ERROR
\r
5 layout(location = 3) in vec4 in3;
\r
7 layout(location = 1) out vec4 out1;
\r
8 out vec4 out2; // ERROR
\r
9 layout(location = 3) out vec4 out3;
\r
11 layout(location = 10) out inb1 {
\r
16 layout(location = 12) vec4 a;
\r
17 layout(location = 13) vec4 b;
\r
24 layout(location = 14) out struct S1 { vec4 a; } s1;
\r
25 out struct S2 { vec4 a; } s2; // ERROR
\r
27 struct SS { int a; };
\r
28 out layout(location = 15) SS ss1;
\r
29 out SS ss2; // ERROR
\r
33 float gl_ClipDistance[2];
\r
38 gl_ClipDistance[0] = 1.0;
\r