https://bugs.freedesktop.org/show_bug.cgi?id=42435

--- Comment #14 from Claudio Freire <klaussfreire at gmail.com> 2012-02-25 
14:26:24 PST ---
I experience a similar situation with Ironlake and Mesa 8.0.1, only with far
more complex shaders.

Apparently, in these shaders, all varyings get bogus data on the fragment
shader.

The only workaround I can find is passing that data through the built-in
varying in gl_TexCoord, although that's quite suboptimal for other drivers so I
would prefer not to.

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