7 // From section 7.1 (Built-In Language Variables) of the GLSL 4.10
10 // The gl_PerVertex block can be redeclared in a shader to explicitly
11 // indicate what subset of the fixed pipeline interface will be
12 // used. This is necessary to establish the interface between multiple
13 // programs. For example:
16 // vec4 gl_Position; // will use gl_Position
17 // float gl_PointSize; // will use gl_PointSize
18 // vec4 t; // error, only gl_PerVertex members allowed
19 // }; // no other members of gl_PerVertex will be used
21 // This establishes the output interface the shader will use with the
22 // subsequent pipeline stage. It must be a subset of the built-in members
25 // This test verifies that a non-member of the geometry shader
26 // gl_PerVertex output may not be included in the redeclaration.
31 layout(triangle_strip, max_vertices = 3) out;