I have the following shader code:
#version 320 es
layout(points) in;
layout(points, max_vertices=1) out;
uniform mat4 transform;
void main() {
gl_Position = gl_in[0].gl_Position * transform;
EmitVertex();
EndPrimitive();
}
But when creating the shader program I get the following error:
'gl_in' : undeclared identifier 'gl_in' : left of '[' is not of type array, matrix, or vector 'gl_Position' : field selection requires structure, vector, or matrix on left hand side 'assign' : cannot convert from 'const highp float' to 'Position 4-component vector of highp float
But in https://www.khronos.org/registry/OpenGL/specs/es/3.2/GLSL_ES_Specification_3.20.html it explicitly states the existance of gl_in (as a built-in variable).
It is related to Intel UHD graphics not supporting OpenGLES explictly. When I checked what GLSL version was requested it was requesting OpenGL 2.0 which does not support gl_in
as a built in.