From: Timothy Arceri <timothy.arc...@collabora.com>

Inputs to geometry shaders must be an array.
---
 .../arb_separate_shader_objects/compiler/1.50/layout-location.geom  | 6 ++++--
 1 file changed, 4 insertions(+), 2 deletions(-)

diff --git 
a/tests/spec/arb_separate_shader_objects/compiler/1.50/layout-location.geom 
b/tests/spec/arb_separate_shader_objects/compiler/1.50/layout-location.geom
index f34cf2e..339ff3d 100644
--- a/tests/spec/arb_separate_shader_objects/compiler/1.50/layout-location.geom
+++ b/tests/spec/arb_separate_shader_objects/compiler/1.50/layout-location.geom
@@ -9,14 +9,16 @@
 layout(points) in;
 layout(points) out;
 
-layout(location = 0) in vec4 in_position;
+layout(location = 0) in vec4 in_position[];
 
 layout(location = 0) out vec4 position;
 layout(location = 1) out vec4 color;
 
 void main()
 {
-    position = in_position;
+  for (int i = 0; i < gl_in.length(); i++) {
+    position = in_position[i];
     color = vec4(0);
     EmitVertex();
+  }
 }
-- 
2.4.3

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