Does anybody tried the separated shader objects on Android ? I want to create a shader without may output variables, but want to use a shader that ignore them.
Vertex Shader
#version 310 es#extension GL_EXT_shader_io_blocks: enable
precision highp float;
out vec2 texCoord0;
in vec4 attr_Vertex;
in vec2 attr_TexCoord;
void main()
{
gl_Position = attr_Vertex;
texCoord0 = attr_TexCoord;
}
Fragment Shader
#version 310 es
#extension GL_EXT_shader_io_blocks: enable
precision highp float;
void main() {} // Do nothing, (ie, for a depth only shader)
Go this error during pipeline validation
Error: output texCoord0 not declared in input from next stage.
However this is working on Desktop OpenGL and iOS with GL_EXT_shader_separated_objects
This is legit : I have many vertex shaders and want to perform a depth pass only with a special fragment shader which don’t need the input (could be also shadow map generation for example).