#version 400 core void main() { EmitStreamVertex(1); EndStreamPrimitive(0); EmitVertex(); EndPrimitive(); int id = gl_InvocationID; } layout(invocations = 4) in outbn { int a; } bn[]; // ERROR, not on a block layout(max_vertices = 127) out; layout(invocations = 4) in; #extension GL_ARB_separate_shader_objects : enable in gl_PerVertex { // testing input arrays with a block redeclaration, see 420.geom for without vec4 gl_Position; layout(std140, location = 3) patch float gl_PointSize; // ERRORs... } gl_in[]; void foo() { gl_in.length(); // ERROR gl_in[1].gl_Position; } in vec4 color[]; in vec4 color2[]; in vec4 colorS[3]; in vec4 colorBad[4]; void foo2() { color.length(); // ERROR colorS.length(); } layout(triangles) in; // give ERROR just for colorBad in vec4 color[3]; in vec4 color2[3]; in vec4 colorbad2[2]; // ERROR void foo3() { gl_in.length(); color.length(); color2.length(); colorS.length(); } layout(location = 4) in vec4 cva[3]; layout(location = 5) in vec4 cvb[3]; layout(location = 2) in mat3 cmc[3]; // ERROR, collision patch in vec4 patchIn[]; // ERROR patch out vec4 patchOut; // ERROR in float scalar; // ERROR, no array layout(max_vertices = 127, invocations = 4) out; // ERROR layout(invocations = 4, max_vertices = 127) in; // ERROR layout(max_vertices = 127, invocations = 4) uniform; // 2 ERRORs in inblockscalar { int a; } inbls; // ERROR, not an array in inblocka { int a; } inbla[17]; // ERROR, wrong array size