I just read the extension, and it seems to be that it clearly
indicates that routing is *not* used by OpenGL.

In particular, varyings with the same name are not linked together,
and instead the builtin varyings must be used.
As far as I know, the builtin varyings are gl_TexCoord[i] where i <
MaxTextureCoords.

Am I missing anything?
Does GLSL, or any extension of it, specify any builtin varyings with
arbitrary indices?

Note that the extension spec even explicitly says the following:
<<
        It is undesirable from a performance standpoint to attempt to
        support "rendezvous by name" for arbitrary separate shaders
        because the separate shaders won't be naturally compiled to
        match their varying inputs and outputs of the same name without
        a special link step.  Such a special link would introduce an
        extra validation overhead to binding separate shaders.  The link
        itself would have to be deferred until glBegin time since separate
        shaders won't match when transitioning from one set of consistent
        shaders to another.  This special link would still create errors
        or undefined behavior when the names of input and output varyings
        matched but their types did not match.
>>

It explicitly rules out doing a special link step/routing.

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