GLSL shader problem

Regarding the recently added tessellation shader code, in shader.cxx:

////////////////////////////////////////////////////////////////////
//     Function: Shader::ShaderCapabilities::clear()
//       Access: Public
//  Description:
////////////////////////////////////////////////////////////////////
void Shader::ShaderCaps::
clear() {
  _supports_glsl = false;
  
#ifdef HAVE_CG
  _active_vprofile = CG_PROFILE_UNKNOWN;
  _active_fprofile = CG_PROFILE_UNKNOWN;
  _active_gprofile = CG_PROFILE_UNKNOWN;
  _active_fprofile = CG_PROFILE_UNKNOWN;
  _ultimate_vprofile = CG_PROFILE_UNKNOWN;
  _ultimate_fprofile = CG_PROFILE_UNKNOWN;
  _ultimate_gprofile = CG_PROFILE_UNKNOWN;
  _ultimate_fprofile = CG_PROFILE_UNKNOWN;
#endif
}

I think there is a typo here, the fourth assignments should be be to the _tprofile instead of _fprofile.