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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