- var
- locations : Array [0..1] of glint;
- ...
- locations[0] := glGetVaryingLocationNV(shader.ProgramObject, 'gl_Position'); //Output Vertex Position >>>> hier bekomm ich eine 0
- locations[1] := glGetVaryingLocationNV(shader.ProgramObject, 'dir_out'); //Output Dir Vektor >>>> hier bekomm ich -1
- glTransformFeedBackVaryingsNV(shader.ProgramObject, 2, @locations, GL_SEPARATE_ATTRIBS_NV);