Revert "GL_ext_vulkan_glsl_relaxed extension support, and cross stage aware IO mapper"
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@@ -1,38 +0,0 @@
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#version 460
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out vec4 vgo1; // declaration order different than fragment shader
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out vec2 vgo2; // declaration order different than fragment shader
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layout(location = 5) out outBlock {
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vec4 o3;
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};
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uniform vec2 u1;
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uniform vec3 u2 = vec3(0); // initializer not present in fragment stage
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uniform vec4 u3 = vec4(0); // initializer matches initializer in fragment stage
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uniform mat2 um2 = mat2(4.0);
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layout (location = 0, binding = 0) uniform sampler2D glass;
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uniform crossStageBlock1 {
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uniform vec4 a;
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vec4 b;
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};
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buffer vertOnlyBlock {
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vec2 vb1;
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};
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uniform crossStageBlock2 {
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uniform vec4 a;
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vec2 b;
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} blockName1 [2]; // instance name different from frag
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void main()
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{
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vgo1 = vec4(0);
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vgo2 = vec2(0);
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o3 = vec4(0);
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}
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