http://bugs.freedesktop.org/show_bug.cgi?id=26224





--- Comment #1 from Митко Мошев <mo6e...@gmail.com>  2010-01-30 09:27:05 PST ---
Update:
After some more testing, I found out that varying parameters are not passed
correctly between the vertex and fragment shaders. Using the following vertex
shader:

uniform mat4 MV;
uniform mat4 MVP;
uniform mat3 N;

varying vec3 blue;
varying vec3 green;

void main() {
    gl_PointSize = 1;
    gl_Position = MVP * gl_Vertex;

    blue = vec3(0, 0, 1, 1);
    green = vec3(0, 1, 0, 1);
}

and fragment shader:

varying vec3 blue;
varying vec3 green;

void main() {
        gl_FragColor = vec4(green, 1);
}


I see everything rendered blue, NOT green. If I do

gl_FragColor = vec4(blue, 1);

I see nothing, i.e. a black screen.

Additionally, using the software renderer, everything works.


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