> To be safe you need to limit yourself to 32 float varyings.
> Note: a vec3 counts as 3 float varyings, a vec4 as 4 etc.

Okay thanks, then I am safe. Btw (spotted this while checking) - is there any 
particular reason to compute a normal from gl_Normal in the vertex shader, use 
a full varying vec3 to pass it to the fragment shader and add noise there? I 
mean, this is a water surface, it ought to be flat up to tiny corrections 
before adding noise...

* Thorsten


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