glsl.430.layoutOffset.error.vert ERROR: 0:5: '"offset" on block member' : not supported for this version or the enabled extensions ERROR: 1 compilation errors. No code generated. Shader version: 430 ERROR: node is still EOpNull! 0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence 0:13 move second child to first child ( temp 4-component vector of float) 0:13 'out_vs' ( smooth out 4-component vector of float) 0:13 add ( temp 4-component vector of float) 0:13 'in_vs' ( in 4-component vector of float) 0:13 a: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 0:13 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a}) 0:13 Constant: 0:13 0 (const uint) 0:? Linker Objects 0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a}) 0:? 'in_vs' ( in 4-component vector of float) 0:? 'out_vs' ( smooth out 4-component vector of float) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId) Linked vertex stage: Shader version: 430 ERROR: node is still EOpNull! 0:11 Function Definition: main( ( global void) 0:11 Function Parameters: 0:13 Sequence 0:13 move second child to first child ( temp 4-component vector of float) 0:13 'out_vs' ( smooth out 4-component vector of float) 0:13 add ( temp 4-component vector of float) 0:13 'in_vs' ( in 4-component vector of float) 0:13 a: direct index for structure (layout( column_major std140 offset=0) uniform 4-component vector of float) 0:13 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a}) 0:13 Constant: 0:13 0 (const uint) 0:? Linker Objects 0:? 'anon@0' (layout( column_major std140) uniform block{layout( column_major std140 offset=0) uniform 4-component vector of float a}) 0:? 'in_vs' ( in 4-component vector of float) 0:? 'out_vs' ( smooth out 4-component vector of float) 0:? 'gl_VertexID' ( gl_VertexId int VertexId) 0:? 'gl_InstanceID' ( gl_InstanceId int InstanceId)