only declare compatibility gl_ variables in compatibility mode
avoid declaring them in GLSL 1.50+ if core profile is chosen by the version statement fixes #2663
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15 changed files with 62 additions and 67 deletions
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@ -28,7 +28,7 @@ Shader version: 430
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0:37 0 (const int)
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0:39 move second child to first child ( temp 4-component vector of float)
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0:39 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:39 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
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0:39 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:39 Constant:
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0:39 0 (const uint)
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0:39 matrix-times-vector ( temp 4-component vector of float)
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@ -43,7 +43,7 @@ Shader version: 430
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0:? 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
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0:? 'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1})
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0:? 'oColor' ( smooth out 4-component vector of float)
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out unsized 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out unsized 1-element array of float ClipDistance gl_ClipDistance})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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@ -132,7 +132,7 @@ Shader version: 430
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0:37 0 (const int)
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0:39 move second child to first child ( temp 4-component vector of float)
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0:39 gl_Position: direct index for structure ( gl_Position 4-component vector of float Position)
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0:39 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
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0:39 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
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0:39 Constant:
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0:39 0 (const uint)
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0:39 matrix-times-vector ( temp 4-component vector of float)
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@ -175,7 +175,7 @@ Shader version: 430
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0:? 'uC' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float color1})
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0:? 'uBufC' (layout( column_major std430) buffer block{layout( column_major std430 offset=0) buffer 4-component vector of float color1})
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0:? 'oColor' ( smooth out 4-component vector of float)
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance, gl_ClipVertex 4-component vector of float ClipVertex gl_ClipVertex, out 4-component vector of float FrontColor gl_FrontColor, out 4-component vector of float BackColor gl_BackColor, out 4-component vector of float FrontSecondaryColor gl_FrontSecondaryColor, out 4-component vector of float BackSecondaryColor gl_BackSecondaryColor, out 1-element array of 4-component vector of float TexCoord gl_TexCoord, out float FogFragCoord gl_FogFragCoord})
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0:? 'anon@0' ( out block{ gl_Position 4-component vector of float Position gl_Position, gl_PointSize float PointSize gl_PointSize, out 1-element array of float ClipDistance gl_ClipDistance})
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0:? 'gl_VertexID' ( gl_VertexId int VertexId)
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0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)
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0:? 'P' ( in 4-component vector of float)
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