I have a couple of test shader program that does some lighting effects. It works fine on NVIDIA devices, but fails to display anything (at all) when using Intel graphics devices.

I've tested both on a laptop with Haswell i7-4700MQ CPU (GL version 4.0, GLSL 400) and a desktop system with Ivy Bridge i5-3470 (GL version 3.3, GLSL 330).

The shaders fail to draw anything (just black screen) on both devices. No errors, just nothing gets displayed. Yet, they work fine on every NVIDIA machine I've tried (3 machines, 4 operating systems - Win7, Linux Mint 13, 15, 17).

I have tried compiling with the GLSL reference compiler and got no compiler errors. I'm kind of at a loss for what to do. Any ideas?

test.frag

Code :#version 150 /* * Copyright © 2012-2014 Brian Groenke * All rights reserved. * * This file is part of the 2DX Graphics Library. * * This Source Code Form is subject to the terms of the * Mozilla Public License, v. 2.0. If a copy of the MPL * was not distributed with this file, You can obtain one at * [B]URL removed to prevent post denial...[/B] */ #define MAX_LIGHTS 30 uniform int tex_bound; uniform sampler2D tex; uniform int light_count; uniform vec2 lights[MAX_LIGHTS]; uniform vec3 light_colors[MAX_LIGHTS]; uniform float radius[MAX_LIGHTS]; uniform float intensity[MAX_LIGHTS]; uniform float ambient; uniform vec3 ambient_color; in vec4 color, tex_out; in float light_max_dist[MAX_LIGHTS]; out vec4 frag_out; void main() { vec4 rgba; if(tex_bound != 0) { vec2 uv = tex_out.xy; vec4 tex_frag = texture2D(tex, uv); rgba = tex_frag; } else rgba = color; vec3 light_sum = ambient_color * ambient; for(int i=0; i < light_count; i++) { float max_dist = light_max_dist[i]; float r = radius[i]; float v = intensity[i]; float att = 0; vec2 coord = lights[i]; vec2 diff = gl_FragCoord.xy - coord; float dist = length(diff); if(dist < max_dist) { att += v / pow(dist / r + 1, 2); } light_sum += light_colors[i] * att * (1-ambient); } frag_out.rgb = rgba.rgb * light_sum; frag_out.a = rgba.a; }

NOTE:The vertex shader is actually 2 files combined. I've concatenated them here for simplicity. The first file defines the necessary uniforms and functions for orthographic transformation. The second is the actual vertex shader in use for the program.

transform.vert/test.vert

Code :#version 150 // snap2d-transform.vert - Snap2D GLSL Vertex Transformation Utility /* * Copyright (C) 2012-2014 Brian Groenke * All rights reserved. * * This file is part of the 2DX Graphics Library. * * This Source Code Form is subject to the terms of the * Mozilla Public License, v. 2.0. If a copy of the MPL * was not distributed with this file, You can obtain one at * [B]URL removed to prevent post denial...[/B] */ uniform mat4 mOrtho; uniform vec2 vTranslate; uniform vec2 vScale; uniform vec2 vPivot; uniform float fRotate; void transform(vec4 vertex) { mat4 mTranslation = mat4( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, vTranslate.x, vTranslate.y, 0, 1); float c = cos(fRotate); float s = sin(fRotate); mat4 mTransRot = mat4( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, vPivot.x, vPivot.y, 0, 1); mat4 mRotation = mat4( c, -s, 0, 0, s, c, 0, 0, 0, 0, (1-c)+c, 0, 0, 0, 0, 1 ); mat4 mNegateTransRot = mat4( 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, -vPivot.x, -vPivot.y, 0, 1); mat4 mScale = mat4( vScale.x, 0, 0, 0, 0, vScale.y, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 ); mat4 mvp = mOrtho * mTransRot * mRotation * mNegateTransRot * mTranslation * mScale; gl_Position = mvp * vertex; } // -------------------------------------------------------------- // version (150) declared by transform shader /* * Copyright (C) 2012-2014 Brian Groenke * All rights reserved. * * This file is part of the 2DX Graphics Library. * * This Source Code Form is subject to the terms of the * Mozilla Public License, v. 2.0. If a copy of the MPL * was not distributed with this file, You can obtain one at * [B]URL removed to prevent post denial...[/B] */ #define MAX_LIGHTS 30 uniform int tex_bound; uniform sampler2D tex; uniform int light_count; uniform vec2 lights[MAX_LIGHTS]; uniform vec3 light_colors[MAX_LIGHTS]; uniform float radius[MAX_LIGHTS]; uniform float intensity[MAX_LIGHTS]; uniform float ambient; in vec4 vert_color; in vec2 vert_coord, tex_coord; out vec4 color, tex_out; out float light_max_dist[MAX_LIGHTS]; void main() { vec4 vert = vec4(vert_coord.xy, 0, 1); transform(vert); color = vert_color; tex_out = vec4(tex_coord.xy, 0, 1); float min_lum = 0.001; for(int i=0; i < light_count; i++) { light_max_dist[i] = radius[i] * (sqrt(intensity[i]/min_lum) - 1); } }