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Re: Shader Storage Buffer object : type or qualifier changed between vertex and fragment ?

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In fragment, it not use out gl_PerVertex to declare pipeline between vertex and fragment stages.

You may use "in gl_ClipDistance[]  " to declare input corresponding to vertex 's gl_PerVertex.gl_ClipDistance[].

 

Or, you can delete gl_ClipDistance member is Vertex, since you did not use id at all.


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