Brian Paul writes:
> Previously, we were counting gl_FrontFacing, gl_FragCoord and gl_PointCoord
> against the limit of varying variables. This prevented some valid shaders
> from linking.
>
> The other potential solution to this is to have the driver advertise
> more varying vars or set the GLS
Previously, we were counting gl_FrontFacing, gl_FragCoord and gl_PointCoord
against the limit of varying variables. This prevented some valid shaders
from linking.
The other potential solution to this is to have the driver advertise
more varying vars or set the GLSLSkipStrictMaxVaryingLimitCheck