#version 450 layout(location = 0) out vec4 v0; layout(location = 1) out vec4 v1; out float gl_ClipDistance[2]; void write_in_func() { v0 = vec4(1.0); v1 = vec4(2.0); gl_Position = vec4(3.0); gl_PointSize = 4.0; gl_ClipDistance[0] = 1.0; gl_ClipDistance[1] = 0.5; } void main() { write_in_func(); }