#version 430 core layout(location = 3) vec4 v4; // ERROR layout(location = 3) uniform vec4 uv4; layout(location = 2) in inb1 { vec4 v; } b1; // ERROR layout(location = 2) out outb1 { vec4 v; } b2; // ERROR out gl_PerVertex { float gl_ClipDistance[]; }; void foo() { gl_ClipDistance[2] = 3.7; } struct sp { highp float f; in float g; // ERROR uniform float h; // ERROR invariant float i; // ERROR volatile float j; // ERROR layout(row_major) mat3 m3; // ERROR }; void foo3(invariant vec4 v4, // ERROR volatile vec3 v3, layout(location = 3) vec2 v2, // ERROR centroid vec3 cv3) // ERROR { }