GLSL: Implement version 320 for ES.
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225
Test/320.frag
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225
Test/320.frag
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#version 320 es
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out outbname { int a; } outbinst; // ERROR, not out block in fragment shader
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in inbname {
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int a;
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vec4 v;
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struct { int b; } s; // ERROR, nested struct definition
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} inbinst;
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in inbname2 {
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layout(location = 12) int aAnon;
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layout(location = 13) centroid in vec4 vAnon;
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};
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in layout(location = 13) vec4 aliased; // ERROR, aliased
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in inbname2 { // ERROR, reuse of block name
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int aAnon;
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centroid in vec4 vAnon;
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};
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in badmember { // ERROR, aAnon already in global scope
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int aAnon;
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};
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int inbname; // ERROR, redefinition of block name
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vec4 vAnon; // ERROR, anon in global scope; redefinition
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in arrayed {
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float f;
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} arrayedInst[4];
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uniform int i;
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void fooIO()
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{
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vec4 v = inbinst.v + vAnon;
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v *= arrayedInst[2].f;
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v *= arrayedInst[i].f;
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}
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in vec4 gl_FragCoord;
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layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord; // ERROR, non-ES
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layout(early_fragment_tests) in;
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out float gl_FragDepth;
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layout(depth_any) out float gl_FragDepth; // ERROR, non-ES
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void main()
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{
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gl_FragDepth = 0.2; // ERROR, early_fragment_tests declared
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bool f = gl_FrontFacing;
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}
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out float gl_FragDepth;
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void foo_GS()
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{
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highp int l = gl_Layer;
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highp int p = gl_PrimitiveID;
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}
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in vec2 inf, ing;
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uniform ivec2 offsets[4];
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uniform sampler2D sArray[4];
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uniform int sIndex;
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layout(binding = 0) uniform atomic_uint auArray[2];
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uniform ubName { int i; } ubInst[4];
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buffer bbName { int i; } bbInst[4];
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highp uniform writeonly image2D iArray[5];
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const ivec2 constOffsets[4] = ivec2[4](ivec2(0.1), ivec2(0.2), ivec2(0.3), ivec2(0.4));
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void pfoo()
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{
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precise vec2 h;
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h = fma(inf, ing, h);
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textureGatherOffset(sArray[0], vec2(0.1), ivec2(inf));
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textureGatherOffsets(sArray[0], vec2(0.1), constOffsets);
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textureGatherOffsets(sArray[0], vec2(0.1), offsets); // ERROR, offset not constant
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}
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precision highp imageCubeArray ;
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precision highp iimageCubeArray ;
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precision highp uimageCubeArray ;
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precision highp samplerCubeArray ;
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precision highp samplerCubeArrayShadow;
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precision highp isamplerCubeArray ;
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precision highp usamplerCubeArray ;
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uniform writeonly imageCubeArray CA1;
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uniform writeonly iimageCubeArray CA2;
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uniform writeonly uimageCubeArray CA3;
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#ifdef GL_EXT_texture_cube_map_array
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uniform samplerCubeArray CA4;
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uniform samplerCubeArrayShadow CA5;
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uniform isamplerCubeArray CA6;
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uniform usamplerCubeArray CA7;
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#endif
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void CAT()
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{
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highp vec4 b4 = texture(CA4, vec4(0.5), 0.24);
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highp ivec4 b6 = texture(CA6, vec4(0.5), 0.26);
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highp uvec4 b7 = texture(CA7, vec4(0.5), 0.27);
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}
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void goodSample()
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{
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lowp int a1 = gl_SampleID;
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mediump vec2 a2 = gl_SamplePosition;
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highp int a3 = gl_SampleMaskIn[0];
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gl_SampleMask[0] = a3;
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mediump int n1 = gl_MaxSamples;
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mediump int n2 = gl_NumSamples;
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}
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uniform layout(r32f) highp image2D im2Df;
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uniform layout(r32ui) highp uimage2D im2Du;
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uniform layout(r32i) highp iimage2D im2Di;
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uniform ivec2 P;
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uniform layout(rgba32f) highp image2D badIm2Df; // ERROR, needs readonly or writeonly
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uniform layout(rgba8ui) highp uimage2D badIm2Du; // ERROR, needs readonly or writeonly
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uniform layout(rgba16i) highp iimage2D badIm2Di; // ERROR, needs readonly or writeonly
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void goodImageAtom()
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{
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float datf;
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int dati;
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uint datu;
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imageAtomicAdd( im2Di, P, dati);
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imageAtomicAdd( im2Du, P, datu);
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imageAtomicMin( im2Di, P, dati);
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imageAtomicMin( im2Du, P, datu);
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imageAtomicMax( im2Di, P, dati);
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imageAtomicMax( im2Du, P, datu);
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imageAtomicAnd( im2Di, P, dati);
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imageAtomicAnd( im2Du, P, datu);
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imageAtomicOr( im2Di, P, dati);
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imageAtomicOr( im2Du, P, datu);
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imageAtomicXor( im2Di, P, dati);
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imageAtomicXor( im2Du, P, datu);
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imageAtomicExchange(im2Di, P, dati);
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imageAtomicExchange(im2Du, P, datu);
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imageAtomicExchange(im2Df, P, datf);
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imageAtomicCompSwap(im2Di, P, 3, dati);
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imageAtomicCompSwap(im2Du, P, 5u, datu);
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imageAtomicMax(badIm2Di, P, dati); // ERROR, not an allowed layout() on the image
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imageAtomicMax(badIm2Du, P, datu); // ERROR, not an allowed layout() on the image
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imageAtomicExchange(badIm2Df, P, datf); // ERROR, not an allowed layout() on the image
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}
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centroid out vec4 colorCentroidBad; // ERROR
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flat out vec4 colorBadFlat; // ERROR
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smooth out vec4 colorBadSmooth; // ERROR
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noperspective out vec4 colorBadNo; // ERROR
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flat centroid in vec2 colorfc;
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in float scalarIn;
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sample in vec4 colorSampIn;
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sample out vec4 colorSampleBad; // ERROR
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flat sample in vec4 colorfsi;
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sample in vec3 sampInArray[4];
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void interp()
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{
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float res;
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vec2 res2;
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vec3 res3;
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vec4 res4;
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res2 = interpolateAtCentroid(colorfc);
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res4 = interpolateAtCentroid(colorSampIn);
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res4 = interpolateAtCentroid(colorfsi);
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res = interpolateAtCentroid(scalarIn);
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res3 = interpolateAtCentroid(sampInArray); // ERROR
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res3 = interpolateAtCentroid(sampInArray[2]);
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res2 = interpolateAtCentroid(sampInArray[2].xy); // ERROR
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res3 = interpolateAtSample(sampInArray, 1); // ERROR
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res3 = interpolateAtSample(sampInArray[i], 0);
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res2 = interpolateAtSample(sampInArray[2].xy, 2); // ERROR
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res = interpolateAtSample(scalarIn, 1);
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res3 = interpolateAtOffset(sampInArray, vec2(0.2)); // ERROR
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res3 = interpolateAtOffset(sampInArray[2], vec2(0.2));
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res2 = interpolateAtOffset(sampInArray[2].xy, vec2(0.2)); // ERROR, no swizzle
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res = interpolateAtOffset(scalarIn + scalarIn, vec2(0.2)); // ERROR, no binary ops other than dereference
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res = interpolateAtOffset(scalarIn, vec2(0.2));
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float f;
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res = interpolateAtCentroid(f); // ERROR, not interpolant
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res4 = interpolateAtSample(outp, 0); // ERROR, not interpolant
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}
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layout(blend_support_multiply) out;
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layout(blend_support_screen) out;
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layout(blend_support_overlay) out;
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layout(blend_support_darken, blend_support_lighten) out;
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layout(blend_support_colordodge) layout(blend_support_colorburn) out;
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layout(blend_support_hardlight) out;
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layout(blend_support_softlight) out;
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layout(blend_support_difference) out;
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layout(blend_support_exclusion) out;
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layout(blend_support_hsl_hue) out;
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layout(blend_support_hsl_saturation) out;
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layout(blend_support_hsl_color) out;
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layout(blend_support_hsl_luminosity) out;
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layout(blend_support_all_equations) out;
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layout(blend_support_hsl_luminosity) out; // okay to repeat
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layout(blend_support_hsl_luminosity) in; // ERROR, only on "out"
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layout(blend_support_hsl_luminosity) out vec4; // ERROR, only on standalone
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layout(blend_support_hsl_luminosity) out vec4 badout; // ERROR, only on standalone
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layout(blend_support_hsl_luminosity) struct badS {int i;}; // ERROR, only on standalone
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layout(blend_support_hsl_luminosity) void blendFoo() { } // ERROR, only on standalone
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void blendFoo(layout(blend_support_hsl_luminosity) vec3 v) { } // ERROR, only on standalone
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layout(blend_support_flizbit) out; // ERROR, no flizbit
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out vec4 outAA[2][2]; // ERROR
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