Otherwise packed and inactive varyings get optimized away. This needs
to be prevented when using separate shader objects where interface
needs to be preserved.

Signed-off-by: Tapani Pälli <[email protected]>
---
 src/glsl/lower_packed_varyings.cpp | 1 +
 1 file changed, 1 insertion(+)

diff --git a/src/glsl/lower_packed_varyings.cpp 
b/src/glsl/lower_packed_varyings.cpp
index 037c27d..8d1eb17 100644
--- a/src/glsl/lower_packed_varyings.cpp
+++ b/src/glsl/lower_packed_varyings.cpp
@@ -622,6 +622,7 @@ lower_packed_varyings_visitor::get_packed_varying_deref(
       packed_var->data.interpolation = unpacked_var->data.interpolation;
       packed_var->data.location = location;
       packed_var->data.precision = unpacked_var->data.precision;
+      packed_var->data.always_active_io = unpacked_var->data.always_active_io;
       unpacked_var->insert_before(packed_var);
       this->packed_varyings[slot] = packed_var;
    } else {
-- 
2.5.0

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