#version 400 core #extension GL_ARB_separate_shader_objects : enable layout(vertices = 4) out; out gl_PerVertex { vec4 gl_Position; } gl_out[3]; // ERROR, wrong size out int a[gl_out.length()]; out int outb[5]; // ERROR, wrong size out int outc[]; void main() { vec4 p = gl_in[1].gl_Position; float ps = gl_in[1].gl_PointSize; float cd = gl_in[1].gl_ClipDistance[2]; int pvi = gl_PatchVerticesIn; int pid = gl_PrimitiveID; int iid = gl_InvocationID; gl_out[1].gl_Position = p; gl_out[1].gl_PointSize = ps; // ERROR } out float outf; // ERROR, no array