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