Status: fail
			Result: fail
		
| Detail | Value | 
|---|---|
| returncode | 1 | 
| time | 0.028913974762 | 
| note | Returncode was 1 | 
| errors | 
  | 
| info | Returncode: 1
Errors:
Failed to compile vertex shader tests/glslparsertest/glsl2/draw_buffers-05.vert: 0:23(12): error: extension `GL_ARB_draw_buffers' unsupported in vertex shader
Output:
Shader source:
// [config]
// expect_result: pass
// glsl_version: 1.10
//
// # NOTE: Config section was auto-generated from file
// # NOTE: 'glslparser.tests' at git revision
// # NOTE: 6cc17ae70b70d150aa1751f8e28db7b2a9bd50f0
// [end config]
/* PASS - GL_ARB_draw_buffers does exist in the vertex shader, but it only
 * makes the built in variable gl_MaxDrawBuffers be available.
 */
#version 110
/* This causes an error on some implementations, but is acceptable on others.
 * The GL_ARB_draw_buffers spec only specifies behavior when #extension is
 * used with GL_ARB_draw_buffers in a fragment shader.  It doesn't say what
 * happens (i.e., error or otherwise) in a vertex shader.  The GLSL 1.10 spec
 * says that gl_MaxDrawBuffers is available in a vertex shader.  From that I
 * infer that using GL_ARB_draw_buffers with #extension should be valid in a
 * fragment shader.
 */
#extension GL_ARB_draw_buffers: require
void main()
{
  gl_Position = vec4(gl_MaxDrawBuffers);
}
 |