The GLSL linker code in assign_varying_locations() counts up the
number of varying variables and checks the count against the
ctx->Const.MaxVarying limit.
I know we've had problems with this in the past but I think there's
another issue.
In the case of fragment shaders we're also counting variables like
gl_FrontFacing and gl_FragCoord against the limit. IMO, we shouldn't
count those vars there since they're not really interpolated values
like colors or texcoords or generic varyings.
Comments?
-Brian
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