Is glsl 330 actually supported ?
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Description
I've been trying to compile some very simple glsl 330 using glslc to spirv
```glsl
#version 330
layout(location = 0) in vec3 pos;
uniform mat4 uModelTransform;
void main()
{
gl_Position = uModelTransform * vec4(pos * 0.001, 1.0);
}
```
this resulted in the error `'non-opaque uniforms outside a block' : not allowed when using GLSL for Vulkan`
because of it I tried the modification
```glsl
#version 330
layout(location = 0) in vec3 pos;
layout (set = 0,binding=0) uniform uModel {mat4 uModelTransform;};
void main()
{
gl_Position = uModelTransform * vec4(pos * 0.001, 1.0);
}
```
thinking it would fix the issues, but I end up getting the error ` error: 'binding' : not supported for this version or the enabled extensions`
like, at this point, is glsl 330 actually supported ? because it's basically just asking me to fully rewrite the shader for opengl 4.x, that's just not glsl 330
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