#version 420 core #version 420 core varying vec2 v2; // ERROR, varying reserved in vec4 bad[10]; highp in vec4 badorder; out invariant vec4 badorder2; in centroid vec4 badorder4; // ERROR, no centroid input to vertex stage out flat vec4 badorder3; void bar(in const float a); void bar2(highp in float b); smooth flat out vec4 rep; // ERROR, replicating interpolation qualification centroid sample out vec4 rep2; // ERROR, replicating auxiliary qualification in uniform vec4 rep3; // ERROR, replicating storage qualification int anonconst; const int aconst = 5; const int a = aconst; const int b = anonconst; // ERROR at global scope const int foo() // ERROR, no const functions { const int a = aconst; const int b = anonconst; const int c = a; // still compile-time const const int d = b; // not a compile-time const float x[c]; // okay float y[d]; // ERROR return b; } void main() { int i; if (i == 3) int j = i; else int k = j; // ERROR, j is undeclared int m = k; // ERROR, k is undeclared int n = j; // ERROR, j is undeclared while (true) int jj; int kk = jj; // ERROR, jj is undeclared } const float cx = 4.20; const float dx = 4.20; void bar(in highp volatile vec4 v) { int s; s.x; // okay s.y; // ERROR if (bad[0].x == cx.x) ; if (cx.x == dx.x) badorder3 = bad[0]; float f; vec3 smeared = f.xxx; f.xxxxx; // ERROR f.xxy; // ERROR } layout(binding = 3) uniform; // ERROR layout(binding = 3) uniform boundblock { int aoeu; } boundInst; layout(binding = 7) uniform anonblock { int aoeu; } ; layout(location = 1) in; // ERROR layout(binding = 1) in inblock { int aoeua; }; // ERROR layout(binding = 100000) uniform anonblock2 { int aooeu; } ; layout(binding = 4) uniform sampler2D sampb1; layout(binding = 5) uniform sampler2D sampb2[10]; layout(binding = 80) uniform sampler2D sampb3; // ERROR, binding too big layout(binding = 31) uniform sampler2D sampb4; layout(binding = 79) uniform sampler2D sampb5[2]; // ERROR, binding too big int fgfg(float f, mediump int i); int fgfg(float f, highp int i); out gl_PerVertex { float gl_ClipDistance[4]; }; patch in vec4 patchIn; // ERROR patch out vec4 patchOut; // ERROR void bar23444() { mat4x3 m43; \ float a1 = m43[3].y; vec3 v3; int a2 = m43.length(); a2 += m43[1].length(); a2 += v3.length(); const float b = 2 * a1; int a = gl_MinProgramTexelOffset + gl_MaxProgramTexelOffset; }