I have some weird crashes with texture3d. I developed my program on a 8800 GTX. I can run it on my machine on both linux and windows, it also runs on boxes with a 8600GT and also tested it on a thinkpad T61P which has a nVidia quadro NVS i believe. Those are the gfx cards the code runs fine. On other computers it crashes when binding the shader. The shader compiler and linker don’t give me errors.
A friend tested it on his mac notebook and it even crashed the apple opengl shader builder.
I thought the thread you refer to was talking about using instancing indexes into vertices?
Your compiler will often allow functions that are not implemented as the API interface is there, but it will compile with a NULL pointer for the required function if it is not implemented.
Anytime I have tried to use glsl1.3 things in a gls1.2 shader it has generally thrown up an error. But on the C++ side I have crashed code with calls to stubs that don’t exist… Perhaps this is the same.
You can use indexing in shaders for Uniforms and the like in 1.2, but unless you have 1.3 you won’t be able to use instancing.
However, I cannot see where you are doing that in the shader above.