#version 430 core layout(location = 3) vec4 v4; // ERROR layout(location = 3) uniform vec4 uv4; layout(location = 2) in inb1 { vec4 v; } b1; // ERROR layout(location = 2) out outb1 { vec4 v; } b2; // ERROR out gl_PerVertex { float gl_ClipDistance[]; }; void foo() { gl_ClipDistance[2] = 3.7; }