1#version 450 core 2 3 4 5out gl_PerVertex { 6 float gl_ClipDistance[]; 7}; 8 9const float cx = 4.20; 10const float dx = 4.20; 11in vec4 bad[10]; 12highp in vec4 badorder; 13out invariant vec4 badorder2; 14out flat vec4 badorder3; 15 16in float f; 17 18void main() 19{ 20 gl_ClipDistance[2] = 3.7; 21 22 if (bad[0].x == cx.x) 23 badorder3 = bad[0]; 24 25 gl_ClipDistance[0] = f.x; 26} 27 28layout(binding = 3) uniform boundblock { int aoeu; } boundInst; 29layout(binding = 7) uniform anonblock { int aoeu; } ; 30layout(binding = 4) uniform sampler2D sampb1; 31layout(binding = 5) uniform sampler2D sampb2[10]; 32layout(binding = 31) uniform sampler2D sampb4; 33 34struct S { mediump float a; highp uvec2 b; highp vec3 c; }; 35struct SS { vec4 b; S s; vec4 c; }; 36layout(location = 0) flat out SS var; 37out MS { layout(location = 17) float f; } outMS; 38