#version 450 core 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; in 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; struct S { mediump float a; highp uvec2 b; highp vec3 c; }; struct SS { vec4 b; S s; vec4 c; }; layout(location = 0) flat out SS var; out MS { layout(location = 17) float f; } outMS;