#version 430 core layout(location = 4) uniform vec4 uv4; out gl_PerVertex { float gl_ClipDistance[]; }; const float cx = 4.20; const float dx = 4.20; in vec4 bad[10]; highp in vec4 badorder; out invariant vec4 badorder2; out flat vec4 badorder3; uniform float f; void main() { gl_ClipDistance[2] = 3.7; if (bad[0].x == cx.x) badorder3 = bad[0]; gl_ClipDistance[0] = f.x; } layout(binding = 3) uniform boundblock { int aoeu; } boundInst; layout(binding = 7) uniform anonblock { int aoeu; } ; layout(binding = 4) uniform sampler2D sampb1; layout(binding = 5) uniform sampler2D sampb2[10]; layout(binding = 31) uniform sampler2D sampb4;