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40 lines
841 B
GLSL
40 lines
841 B
GLSL
#version 450
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layout(location = 1) in vec4 in1;
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in vec4 in2; // ERROR
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layout(location = 3) in vec4 in3;
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layout(location = 1) out vec4 out1;
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out vec4 out2; // ERROR
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layout(location = 3) out vec4 out3;
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layout(location = 10) out inb1 {
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vec4 a;
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vec4 b;
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} inbi1;
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out inb2 {
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layout(location = 12) vec4 a;
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layout(location = 13) vec4 b;
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} inbi2;
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out inb3 { // ERROR
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vec4 a;
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vec4 b;
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} inbi3;
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layout(location = 14) out struct S1 { vec4 a; } s1;
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out struct S2 { vec4 a; } s2; // ERROR
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struct SS { int a; };
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out layout(location = 15) SS ss1;
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out SS ss2; // ERROR
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out gl_PerVertex {
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vec4 gl_Position;
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float gl_ClipDistance[2];
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};
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void main()
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{
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gl_ClipDistance[0] = 1.0;
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}
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