/* Create a fragment shader program */
glw::GLint link_status = GL_FALSE;
const glw::GLchar* varying_name = "BLOCK_INOUT.value";
- const glw::GLchar* varying_array_name = "BLOCK_INOUT[0].value";
m_fs_program_id = createSeparableProgram(GL_FRAGMENT_SHADER, 1, /* n_strings */
&fs_body, 0, /* n_varyings */
/* Create a tessellation control shader program */
m_tc_program_id = createSeparableProgram(m_glExtTokens.TESS_CONTROL_SHADER, 1, /* n_strings */
&tc_body, 1, /* n_varyings */
- &varying_array_name, /* varyings */
+ &varying_name, /* varyings */
tc_feedback_valid); /* should_succeed */
if (!tc_feedback_valid)