You’re seeing internal errors of NV’s GLSL implementation.
Originally posted by Henrik Kuehn: error C9999: symbol “@TMP6” already in table
I’m also seeing this. It happens when I link a new shader program containing a shader object that is already linked with another program.
Thank you all for the help. I downloaded GLSLvalidate and it found the wrong line, that
confused glLinkProgram().
It was a “static” qualifier in the fragment shader , that doesn’t exist in GLSL.
I send a report to NVidia GLSL support,
hoping forceware is getting better and better
in finding (my) bugs. But from now on, every
line of shadercode I’ll write will first be checked by GLSLvalidate