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# Exercises a Mesa GLSL linker bug.
#
# Output "foo" variable is not used in the "main" vertex shader
# but used in fragment shader
[require]
GLSL >= 1.30
[vertex shader]
out vec4 foo;
void unused()
{
foo=vec4(1);
}
[vertex shader]
in vec4 pos;
void main()
{
gl_Position = pos;
}
[fragment shader]
in vec4 foo;
out vec4 color;
void main()
{
gl_FragColor=foo;
}
[test]
link success
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