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#version 450 core
in gl_PerVertex {
float gl_CullDistance[3];
} gl_in[];
out gl_PerVertex {
float gl_CullDistance[3];
};
layout(triangles) in;
void main()
{
gl_in[3].gl_Position; // ERROR, out of range
gl_CullDistance[2] = gl_in[1].gl_CullDistance[2];
}
layout(points) in float f[3]; // ERROR, must be standalone