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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Linking fails when not writing gl_Position."
href="https://bugs.freedesktop.org/show_bug.cgi?id=83380#c2">Comment # 2</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW --- - Linking fails when not writing gl_Position."
href="https://bugs.freedesktop.org/show_bug.cgi?id=83380">bug 83380</a>
from <span class="vcard"><a class="email" href="mailto:lemody@gmail.com" title="Tapani Pälli <lemody@gmail.com>"> <span class="fn">Tapani Pälli</span></a>
</span></b>
<pre>I might have to take back <a href="show_bug.cgi?id=83380#c1">comment #1</a> though. In the discussion section of GLSL
1.10 spec there is still mention that writing to gl_Position is mandatory.
--- 8< ---
82) Is it really necessary to require writing of gl_Position, gl_FragColor or
gl_FragDepth?
DISCUSSION: This can be difficult to handle error cases for when the writes are
conditional. There was also discussion that either kill should be called, or a
gl_ output be written in a fragment shader. However, that is irrelevant, as
it’s okay to neither kill nor write any outputs in a fragment shader. For the
vertex shader, it still makes no sense to not write a position, so this should
still be required.
RESOLUTION: For the fragment shader, there are no rules; either kill can be
called or not, and if not, nothing need be written to, existing values are
picked up from the pipeline. For the vertex shader, gl_Position should still be
written, with the compiler giving a diagnostic when possible.
--- 8< ---
If the test uses ES 3.0, why does it not use GLSL ES 3.0 in the shaders? Test
should have line "#version 300 es" to utilize correct version.</pre>
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