#version 140 uniform isamplerBuffer sbuf; layout(std140) uniform blockName { int anonMem; }; void main() { int id = gl_InstanceID; id += anonMem; id += texelFetch(sbuf, 8).w; gl_ClipVertex; // could be ERROR, but compiling under compatibility profile gl_Color; // could be ERROR, but compiling under compatibility profile gl_LightSource[0]; // could be ERROR, but compiling under compatibility profile gl_DepthRange.far; gl_TexCoord; // could be ERROR, but compiling under compatibility profile gl_FogFragCoord; // could be ERROR, but compiling under compatibility profile gl_FrontColor; // could be ERROR, but compiling under compatibility profile } out vec4 gl_Position; // ERROR layout(location = 9) in vec4 locBad; // ERROR #extension GL_ARB_explicit_attrib_location : enable layout(location = 9) in vec4 loc; #extension GL_ARB_separate_shader_objects : enable out vec4 gl_Position; in vec4 gl_Position; // ERROR out vec3 gl_Position; // ERROR out float gl_PointSize; out vec4 gl_ClipVertex; out float gl_FogFragCoord;