#version 440 // Note 'location'-only tests for enhanced layouts are in 330.frag // Generic 'component' tests are in 440.vert // a consumes components 2 and 3 of location 4 layout(location = 4, component = 2) in vec2 a; // b consumes component 1 of location 4 layout(location = 4, component = 1) in float b; layout(location = 4, component = 2) in vec2 h; // ERROR, component overlap not okay for fragment in layout(location = 3, component = 2) in vec3 c; // ERROR: c overflows components 2 and 3 // e consumes beginning (components 0, 1 and 2) of each of 6 slots layout(location = 20, component = 0) in vec3 e[6]; // f consumes last component of the same 6 slots layout(location = 20, component = 3) in float f[6]; layout(location = 30, component = 3) out int be; layout(location = 30, component = 0) out vec3 bf; // ERROR, not the same basic type writeonly uniform; // ERROR readonly in; // ERROR flat out; // ERROR mediump uniform; layout(offset=12) uniform; // ERROR layout(offset=12) in; // ERROR layout(offset=12) out; // ERROR layout(align=16) uniform; // ERROR layout(align=16) in; // ERROR layout(align=16) out; // ERROR layout(offset=12) uniform ubl1 { int a; } inst1; // ERROR layout(offset=12) in inbl2 { int a; } inst2; // ERROR layout(offset=12) out inbl3 { int a; } inst3; // ERROR layout(align=16, std140) uniform ubl4 { int a; } inst4; layout(align=16) uniform ubl8 { int a; } inst8; // ERROR, no packing layout(align=16) in inbl5 { int a; } inst5; // ERROR layout(align=16) out inbl6 { int a; } inst6; // ERROR layout(offset=12) uniform vec4 v1; // ERROR layout(offset=12) in vec4 v2; // ERROR layout(offset=12) out vec4 v3; // ERROR layout(align=16) uniform vec4 v4; // ERROR layout(align=16) in vec4 v5; // ERROR layout(align=16) out vec4 v6; // ERROR layout(std140) in; // ERROR layout(std140) uniform vec4 v7; // ERROR layout(align=48) uniform ubl7 { // ERROR, not power of 2 layout(offset=12, align=4) float f; // ERROR, no packing } inst7; in ibl10 { layout(offset=12) float f; // ERROR layout(align=4) float g; // ERROR } inst10; layout(std430) uniform; layout(align=32) uniform ubl9 { float e; layout(offset=12, align=4) float f; layout(offset=20) float g; float h; } inst9; uniform ubl11 { layout(offset=12, align=4) float f; float g; } inst11; layout(std140) uniform block { vec4 a; // a takes offsets 0-15 layout(offset = 32) vec3 b; // b takes offsets 32-43 layout(offset = 40) vec2 c; // ERROR, lies within previous member layout(align = 6) double g; // ERROR, 6 is not a power of 2 layout(offset=68) double h; // ERROR, offset not aligned } specExampleErrors; layout(std140) uniform block2 { vec4 a; // a takes offsets 0-15 layout(offset = 32) vec3 b; // b takes offsets 32-43 layout(offset = 48) vec2 d; // d takes offsets 48-55 layout(align = 16) float e; // e takes offsets 64-67 layout(align = 2) double f; // f takes offsets 72-79 layout(offset = 80) float h; // h takes offsets 80-83 layout(align = 64) dvec3 i; // i takes offsets 128-151 layout(offset = 164, align = 8) float j; // j takes offsets 168-171 } specExample; layout(std430) buffer block430 { vec4 a; // a takes offsets 0-15 layout(offset = 32) vec3 b; // b takes offsets 32-43 layout(offset = 40) vec2 c; // ERROR, lies within previous member layout(align = 6) double g; // ERROR, 6 is not a power of 2 layout(offset=68) double h; // ERROR, offset not aligned layout(align = 0) double i; // ERROR, 0 not a power of 2 } specExampleErrors430; layout(std430) buffer block2430 { vec4 a; // a takes offsets 0-15 layout(offset = 32) vec3 b; // b takes offsets 32-43 layout(offset = 48) vec2 d; // d takes offsets 48-55 layout(align = 16) float e; // e takes offsets 64-67 layout(align = 2) double f; // f takes offsets 72-79 layout(offset = 80) float h; // h takes offsets 80-83 layout(align = 64) dvec3 i; // i takes offsets 128-151 layout(offset = 164, align = 8) float j; // j takes offsets 168-171 } specExample430; layout(std430, align = 128) buffer block24300 { vec4 a; vec3 b; vec2 d; float e; double f; float h; dvec3 i; } specExample4300; layout(std430, align = 128) buffer block24301 { vec4 a; vec3 b; vec2 d; layout(offset=388) float e; layout(align=8) double f; float h; dvec3 i; } specExample4301; int aconst[gl_MaxTransformFeedbackBuffers]; int bconst[gl_MaxTransformFeedbackInterleavedComponents]; sample in vec3 sampInArray[4]; void interp() { interpolateAtCentroid(sampInArray[2].xy); interpolateAtSample(sampInArray[2].x.x, 2); } int layer() { return gl_Layer; } // The std140 layout qualifier should NOT propagate all the way down to // the vec3. It is unnecessary and it breaks downstream AST consumers, // notably LunarGlass. struct PointLight_t { vec3 vPositionWs ; } ; layout( std140, row_major ) uniform PerViewLightData_t { PointLight_t g_pointLightData [ 128 ] ; } ;