#version 130 lowp vec3 a; mediump float b; highp int c; precision highp float; in vec4 i; out vec4 o; flat in float fflat; smooth in float fsmooth; noperspective in float fnop; void main() { float clip = gl_ClipDistance[3]; } uniform samplerCube sampC; void foo() { vec4 s = textureGather(sampC, vec3(0.2)); } #extension GL_ARB_texture_gather : enable void bar() { vec4 s = textureGather(sampC, vec3(0.2)); } flat in vec3 gl_Color; // ERROR, type in vec4 gl_Color; flat in vec4 gl_Color; flat in vec4 gl_Color[2]; // ERROR, array vec4 gl_Color; // ERROR, storage