File: different-bindings-uniform-blocks-instanced.shader_test

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/* The GL 4.20 (Core Profile) spec says:
 *
 *     "2.11.7 Uniform Variables
 *
 *      ...
 *
 *      Uniform Blocks
 *
 *      ...
 *
 *      When a named uniform block is declared by multiple shaders in
 *      a program, it must be declared identically in each shader. The
 *      uniforms within the block must be declared with the same names
 *      and types, and in the same order. If a program contains
 *      multiple shaders with different declarations for the same
 *      named uniform block differs between shader, the program will
 *      fail to link."
 *
 * Although this restriction is not included in the
 * ARB_shading_language_420pack spec, it is reasonable to believe that
 * it applies to it too.
 *
 * Verify that a link error happens when using different binding
 * points for instanced Uniform Blocks with the same name in different
 * compilation units.
 */

[require]
GLSL >= 1.50
GL_ARB_shading_language_420pack

[vertex shader]
#version 150
#extension GL_ARB_shading_language_420pack: require

layout (binding = 0) uniform Block {
	vec4 color;
} vs_block;

in vec4 piglit_vertex;
out vec4 vs_fs;

void main()
{
	vs_fs = vs_block.color;
	gl_Position = piglit_vertex;
}

[fragment shader]
#version 150
#extension GL_ARB_shading_language_420pack: require

layout (binding = 1) uniform Block {
	vec4 color;
} fs_block;

in  vec4 vs_fs;
out vec4 fs_out;

void main()
{
	fs_out = vs_fs * fs_block.color.x;
}

[test]
link error