It gives no error on compilation and linking, but nothing gets rendered.
I narrowed down the problem to vertex shader with my app and then switched to Render Monkey to work on this specific problem. It all started yesterday when I got Radeon 2600XT instead of Radeon X550 and installed new drivers - Catalyst 10.11. I had a working diffuse shader with texturing, but it stopped working with a new card/driver and that’s why I started writing it from scratch - to see what’s really happening there.
Thanks for the interest. I did try that, but unfortunately it doesn’t change anything. Another thing I tried, as someone from gamedev forum suggested, is to add ‘varying vec3 v;’ to the fragment shader.
Shader does work when I use ftransform(). But I need more flexibility than that.
I bet you did not setup your ‘position’ attribute properly. Did you set the attribute location to 0 (glBindAttributeLocation), did a re-link of the shader, then use glVertexAttribPointer(0,…) and glEnableVertexAttribArray(0) ?