Does anyone know how to use the varyingNode in conjunction with the wgslFn node?

I’ve been working with the node system for some time and have gotten to know it quite well. I know how to use the uniform, attributes, texture, and many other nodes. But I’m still missing a very important element from the webgl world (varyings or in/out in webgl2).
There is a varyingNode but I admit I don’t yet understand how to use it in conjunction with wgslFn nodes.

Here I have a simple schema with a vertexFn and a fragmentFn. The analogies to webgl are clear. The node system makes the use of wgsl noticeably easier because you don’t have to specify all the bindings and locations yourself.

const vertexFn = wgslFn(`
	fn mainVertex (
		// uniforms, attributes, textures, ... from shaderParams
	) -> vec4<f32) { 
		...myVarying = ...; //set varying ? 
	}
`); 

const fragmentFn = wgslFn(`
	fn mainFragment ( 
		// uniforms, attributes, textures, ... from shaderParams
	) -> vec4<f32> { 
		...myVarying; //get varying ? 
	}
`); 


const shaderParams = {
	// uniforms, attributes, textures, ...
}

const material = new MeshBasicNodeMaterial();
material.positionNode = vertexFn(shaderParams); 
material.colorNode = fragmentFn(shaderParams);

Has anyone had experience with the varyingNode in conjunction with the wgslFn node?
I want to set a varying in the vertexFn and I want to use it in the fragmentFn. Completely analogous to how to use a varying in webgl (in/out in webgl2)