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#version 450
layout(location = 1) in vec4 in1;
in vec4 in2; // ERROR
layout(location = 3) in vec4 in3;
layout(location = 1) out vec4 out1;
out vec4 out2; // ERROR
layout(location = 3) out vec4 out3;
layout(location = 10) out inb1 {
vec4 a;
vec4 b;
} inbi1;
out inb2 {
layout(location = 12) vec4 a;
layout(location = 13) vec4 b;
} inbi2;
out inb3 { // ERROR
vec4 a;
vec4 b;
} inbi3;
layout(location = 14) out struct S1 { vec4 a; } s1;
out struct S2 { vec4 a; } s2; // ERROR
struct SS { int a; };
out layout(location = 15) SS ss1;
out SS ss2; // ERROR
out gl_PerVertex {
vec4 gl_Position;
float gl_ClipDistance[2];
};
void main()
{
gl_ClipDistance[0] = 1.0;
}