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Hi,
I have the following problem: I write a simple GLSL program with only a vertex shader which writes into gl_ClipDistance:
#version 130 uniform vec4 clipPlane; out float gl_ClipDistance[1]; void main() { gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_ClipDistance[0] = dot(gl_ModelViewMatrix * gl_Vertex, clipPlane); gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0; gl_FrontColor = gl_Color; gl_BackColor = gl_Color; }
It compiles without error, but linkage fails with the error "Out of resource error".
When I remove the line writing to gl_ClipDistance, there is no error any more.
There is also no error if a fragment shader is part of the program.
So the link error only occurs when mixing a programmable vertex shader with the fixed functionality for fragments.
The same error also occurs when using gl_ClipVertex.
Thanks in advance.
Edit:
* Device: Intel HD Graphics 530
* Driver: 21.20.16.4590
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Is it happening with the latest driver release?
If so then I need the following template filled out so an issue con be properly reported. Also if you have a binary the exhibits this behavior it would be most helpful.
System Setup Information:
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System Used: (Manufacturer/Model)
CPU SKU: (i3, i5, Pentium, Celeron, etc.)
GPU SKU: (HD4400, HD5100, etc.)
Processor Line: (Y-Series, U-Series, etc.)
System BIOS Version:
CMOS settings:
Graphics Driver Version:
GOP/VBIOS Version:
Operating System:
OS Version:
API:
Occurs on non-Intel GPUs?:
Steps to Reproduce:
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Expected Results:
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Actual Results:
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Additional Information:
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