#version 450 core in gl_PerVertex { float gl_CullDistance[3]; } gl_in[]; out gl_PerVertex { float gl_CullDistance[3]; }; layout(triangles) in; void main() { gl_in[3].gl_Position; // ERROR, out of range gl_CullDistance[2] = gl_in[1].gl_CullDistance[2]; } layout(points) in float f[3]; // ERROR, must be standalone