The compiler has those predefined, so use them.
layout(location = 2) out vec2 outEndTexCoord;
layout(location = 3) flat out uint outBlendMode;
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
layout(location = 2) out vec2 outTexCoord;
layout(location = 3) out flat float outRadius;
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
layout(location = 4) out flat vec4 outCornerHeights;
layout(location = 5) out flat vec4 outBorderWidths;
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
layout(location = 2) out flat mat4 outColorMatrix;
layout(location = 6) out flat vec4 outColorOffset;
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
layout(location = 0) out vec2 outPos;
layout(location = 1) out flat vec4 outColor;
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
layout(location = 2) out vec2 outEndTexCoord;
layout(location = 3) out float outProgress;
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
layout(location = 5) out flat vec2 outOffset;
layout(location = 6) out flat float outSpread;
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
layout(location = 3) out flat int outStopCount;
layout(location = 4) out flat ColorStop outStops[8];
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
layout(location = 1) out vec2 outTexCoord;
layout(location = 2) out flat vec4 outColor;
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
layout(location = 6) out flat float outSpread;
layout(location = 7) out flat float outBlurRadius;
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),
layout(location = 0) out vec2 outPos;
layout(location = 1) out vec2 outTexCoord;
-out gl_PerVertex {
- vec4 gl_Position;
-};
-
vec2 offsets[6] = { vec2(0.0, 0.0),
vec2(1.0, 0.0),
vec2(0.0, 1.0),