It is illegal for different atomic counter uniform declarations to
overlap, even across stages, use different offsets in the VS to avoid
that.
---
 tests/spec/arb_shader_atomic_counters/max-counters.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/tests/spec/arb_shader_atomic_counters/max-counters.c 
b/tests/spec/arb_shader_atomic_counters/max-counters.c
index 38459b4..7014c7b 100644
--- a/tests/spec/arb_shader_atomic_counters/max-counters.c
+++ b/tests/spec/arb_shader_atomic_counters/max-counters.c
@@ -312,7 +312,7 @@ run_test_combined_max_buffers(unsigned num_fragment_buffers,
                 "       gl_Position = position;\n"
                 "}\n",
                 "#define I %d\n"
-                "layout(binding=I, offset=0) uniform atomic_uint X(I);\n"
+                "layout(binding=I, offset=4) uniform atomic_uint X(I);\n"
                 "#undef I\n",
                 "       x += atomicCounterDecrement(x%d);\n",
                 num_vertex_buffers);
-- 
2.5.1

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