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#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;
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