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- #version 420 core
- #extension GL_ARB_separate_shader_objects : enable
- layout(vertices = 4) out;
- out gl_PerVertex {
- vec4 gl_Position;
- } gl_out[3]; // ERROR, wrong size
- out int a[gl_out.length()];
- out int outb[5]; // ERROR, wrong size
- out int outc[];
- void main()
- {
- vec4 p = gl_in[1].gl_Position;
- float ps = gl_in[1].gl_PointSize;
- float cd = gl_in[1].gl_ClipDistance[2];
- int pvi = gl_PatchVerticesIn;
- int pid = gl_PrimitiveID;
- int iid = gl_InvocationID;
- gl_out[gl_InvocationID].gl_Position = p;
- gl_out[gl_InvocationID].gl_PointSize = ps; // ERROR
- }
- out float outf; // ERROR, no array
- layout (location = 0) in dmat2x4 vs_tcs_first[];
- layout (location = 12) in dmat2x4 vs_tcs_last[];
- void foo()
- {
- if ((dmat2x4(dvec4(-0.625, -0.5, -0.375lf, -0.25), dvec4(-0.375, -0.25, -0.125, 0)) != vs_tcs_first[0]) ||
- (dmat2x4(dvec4(0.375, 0.5, 0.625, 0.75), dvec4(0.625, 0.75, 0.875, -0.625)) != vs_tcs_last[0]))
- {
- ;
- }
- }
- layout(vertices = 0) out; // ERROR, can't be 0
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