420_size_gl_in.geom ERROR: 0:19: 'gl_PerVertex' : can only redeclare a built-in block once, and before any use ERROR: 1 compilation errors. No code generated. Shader version: 420 invocations = -1 max_vertices = -1 input primitive = triangles output primitive = none ERROR: node is still EOpNull! 0:11 Function Definition: foo( ( global void) 0:11 Function Parameters: 0:13 Sequence 0:13 Constant: 0:13 3 (const int) 0:14 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:14 direct index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:14 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:14 Constant: 0:14 1 (const int) 0:14 Constant: 0:14 0 (const int) 0:15 Constant: 0:15 3 (const int) 0:16 gl_Position: direct index for structure ( in 4-component vector of float Position) 0:16 indirect index ( temp block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:16 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) 0:16 'i' ( global int) 0:16 Constant: 0:16 0 (const int) 0:? Linker Objects 0:? 'i' ( global int) 0:? 'colorun' ( in 3-element array of 4-component vector of float) 0:? 'color3' ( in 3-element array of 4-component vector of float) 0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in implicitly-sized array of float ClipDistance gl_ClipDistance}) Linked geometry stage: ERROR: Linking geometry stage: Missing entry point: Each stage requires one entry point ERROR: Linking geometry stage: At least one shader must specify an output layout primitive ERROR: Linking geometry stage: At least one shader must specify a layout(max_vertices = value) Shader version: 420 invocations = 1 max_vertices = -1 input primitive = triangles output primitive = none ERROR: node is still EOpNull! 0:? Linker Objects 0:? 'i' ( global int) 0:? 'colorun' ( in 3-element array of 4-component vector of float) 0:? 'color3' ( in 3-element array of 4-component vector of float) 0:? 'gl_in' ( in 3-element array of block{ in 4-component vector of float Position gl_Position, in float PointSize gl_PointSize, in 1-element array of float ClipDistance gl_ClipDistance})