I've been getting occasional errors compiling a vertex shader. It's the same vertex shader that usually works, on the same hardware, so I don't think the GLSL code could really be bad. The info log usually shows this:

Code :
Vertex shader failed to compile with the following errors:

Yes, that's the whole thing. It happens on Windows, with both ATI and NVidia GPUs. I haven't seen it on the Mac, but since I haven't figured out how to reproduce it, I'm not absolutely sure it doesn't happen.

I know this is pretty vague, but any idea what could cause such an effect? Too many shaders floating around at once? Bad data passed to OpenGL in some completely different part of the code?