title: GLSL 1.2 Geometry shader varying in vec4 is illegal?
body: <p>I'm trying to figure out whether something is buggy in my graphics card drivers or just in my code. Is the following illegal?</p>
  
  <pre><code>#version 120 
  #extension GL_EXT_gpu_shader4 : enable
  #extension GL_EXT_geometry_shader4 : enable
  
  varying in vec4 something; // &lt;------- this
  
  void main() 
  { 
      for(int i = 0; i &lt; gl_VerticesIn; ++i) 
      { 
  
          gl_Position = gl_PositionIn[i]; 
  
          EmitVertex(); 
      }
      EndPrimitive();
  }
  </code></pre>
  
  <p>It's crashing on my OSX 10.7 (NVIDIA 9400m/9600m) laptop and I'm curious A) is this actually illegal in GLSL 1.2 or is it just my implemntation? Is there a flag of some kind to enable passing a vec4 to geometry shader in GLSL 1.2?</p>
  
  <p>for the record: yes, I know this is waaaay easier in 1.3+ but I'm stuck with 1.2 at the moment. Thanks!</p>