+\r
+in centroid vec4 centroidIn;\r
+layout(location = 200000) uniform vec4 bigl; // ERROR, location too big\r
+\r
+layout(early_fragment_tests) in;\r
+\r
+layout(location = 40) out vec4 bigout1; // ERROR, too big\r
+layout(location = 40) out vec4 bigout2; // ERROR, overlap\r
+layout(location = -2) out vec4 neg; // ERROR, negative\r
+\r
+layout(std430) uniform b430 {\r
+ int i;\r
+} b430i;\r
+\r
+layout(shared) uniform bshar {\r
+ int i;\r
+} bshari;\r
+\r
+in smooth vec4 smoothIn;\r
+in flat int flatIn;\r
+\r
+uniform sampler2DMS s2dms;\r
+\r
+void foots()\r
+{\r
+ highp ivec2 v2 = textureSize(s1, 2);\r
+ highp ivec3 v3 = textureSize(isamp2DA, 3);\r
+ v2 = textureSize(s2dms);\r
+ v2 = imageSize(i2D);\r
+}\r
+\r
+out bool bout; // ERROR\r
+out image2D imageOut; // ERROR\r
+out mat2x3 mout; // ERROR\r
+\r