Open Gl ES Error

Hello I have this error…
Basically I have just implemented point lights for android in my game

07-06 23:41:01.400 22653-22653/? D/dalvikvm: Late-enabling CheckJNI
07-06 23:41:03.242 22653-22653/com.hawk.tommo.game D/dalvikvm: Trying to load lib /data/data/com.hawk.tommo.game/lib/libgdx.so 0x41dd6080
07-06 23:41:03.412 22653-22653/com.hawk.tommo.game D/dalvikvm: Added shared lib /data/data/com.hawk.tommo.game/lib/libgdx.so 0x41dd6080
07-06 23:41:03.412 22653-22653/com.hawk.tommo.game D/dalvikvm: No JNI_OnLoad found in /data/data/com.hawk.tommo.game/lib/libgdx.so 0x41dd6080, skipping init
07-06 23:41:03.562 22653-22653/com.hawk.tommo.game D/libEGL: loaded /system/lib/egl/libEGL_mali.so
07-06 23:41:03.582 22653-22653/com.hawk.tommo.game D/libEGL: loaded /system/lib/egl/libGLESv1_CM_mali.so
07-06 23:41:03.592 22653-22653/com.hawk.tommo.game D/libEGL: loaded /system/lib/egl/libGLESv2_mali.so
07-06 23:41:03.833 22653-22701/com.hawk.tommo.game V/SoundPoolThread: beginThread
07-06 23:41:03.833 22653-22701/com.hawk.tommo.game V/SoundPoolThread: run
07-06 23:41:03.983 22653-22653/com.hawk.tommo.game E/SensorManager: thread start
07-06 23:41:04.103 22653-22653/com.hawk.tommo.game D/SensorManager: registerListener :: handle = 0  name= ST Accelerometer delay= 20000 Trklfufi 9 cwv5abdtwgrc5gdx5abcsfudk5budiwrd5BudiwrdRuhnl$KfukwiTrklfufi@,*de.,(8
07-06 23:41:04.103 22653-22653/com.hawk.tommo.game D/SensorManager: registerListener :: handle = 1  name= ALPS 3-axis Magnetic field sensor delay= 20000 Trklfufi 9 cwv5abdtwgrc5gdx5abcsfudk5budiwrd5BudiwrdRuhnl$KfukwiTrklfufi@,*de--f(
07-06 23:41:04.103 22653-22653/com.hawk.tommo.game I/AndroidInput: sensor listener setup
07-06 23:41:04.283 22653-22653/com.hawk.tommo.game D/OpenGLRenderer: Enabling debug mode 0
07-06 23:41:04.373 22653-22699/com.hawk.tommo.game W/GL2JNIView: creating OpenGL ES 2.0 context
07-06 23:41:04.373 22653-22699/com.hawk.tommo.game W/GL2JNIView: Returning a GLES 2 context
07-06 23:41:04.403 22653-22699/com.hawk.tommo.game D/dalvikvm: Trying to load lib /data/data/com.hawk.tommo.game/lib/libgdx.so 0x41dd6080
07-06 23:41:04.403 22653-22699/com.hawk.tommo.game D/dalvikvm: Shared lib '/data/data/com.hawk.tommo.game/lib/libgdx.so' already loaded in same CL 0x41dd6080
07-06 23:41:04.413 22653-22699/com.hawk.tommo.game I/GL2: all initialized 2
07-06 23:41:04.413 22653-22699/com.hawk.tommo.game I/AndroidGraphics: OGL renderer: Mali-400 MP
07-06 23:41:04.413 22653-22699/com.hawk.tommo.game I/AndroidGraphics: OGL vendor: ARM
07-06 23:41:04.413 22653-22699/com.hawk.tommo.game I/AndroidGraphics: OGL version: OpenGL ES 2.0
07-06 23:41:04.413 22653-22699/com.hawk.tommo.game I/AndroidGraphics: OGL extensions: GL_EXT_debug_marker GL_OES_texture_npot GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_depth24 GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth_texture GL_OES_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_EXT_blend_minmax GL_OES_EGL_image_external GL_OES_EGL_sync GL_OES_rgb8_rgba8 GL_EXT_multisampled_render_to_texture GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_ARM_mali_program_binary GL_EXT_shader_texture_lod GL_EXT_robustness 
07-06 23:41:04.413 22653-22699/com.hawk.tommo.game I/AndroidGraphics: framebuffer: (5, 6, 5, 0)
07-06 23:41:04.413 22653-22699/com.hawk.tommo.game I/AndroidGraphics: depthbuffer: (24)
07-06 23:41:04.413 22653-22699/com.hawk.tommo.game I/AndroidGraphics: stencilbuffer: (8)
07-06 23:41:04.413 22653-22699/com.hawk.tommo.game I/AndroidGraphics: samples: (0)
07-06 23:41:04.413 22653-22699/com.hawk.tommo.game I/AndroidGraphics: coverage sampling: (false)
07-06 23:41:04.593 22653-22699/com.hawk.tommo.game I/AndroidGraphics: Managed meshes/app: { }
07-06 23:41:04.593 22653-22699/com.hawk.tommo.game I/AndroidGraphics: Managed textures/app: { }
07-06 23:41:04.593 22653-22699/com.hawk.tommo.game I/AndroidGraphics: Managed cubemap/app: { }
07-06 23:41:04.593 22653-22699/com.hawk.tommo.game I/AndroidGraphics: Managed shaders/app: { }
07-06 23:41:04.593 22653-22699/com.hawk.tommo.game I/AndroidGraphics: Managed buffers/app: { }
07-06 23:41:05.034 22653-22657/com.hawk.tommo.game D/dalvikvm: GC_CONCURRENT freed 329K, 16% free 9461K/11143K, paused 13ms+15ms, total 124ms
07-06 23:41:05.034 22653-22699/com.hawk.tommo.game D/dalvikvm: WAIT_FOR_CONCURRENT_GC blocked 10ms
07-06 23:41:05.194 22653-22699/com.hawk.tommo.game D/dalvikvm: GC_FOR_ALLOC freed 117K, 15% free 9482K/11143K, paused 28ms, total 29ms
07-06 23:41:05.204 22653-22699/com.hawk.tommo.game I/dalvikvm-heap: Grow heap (frag case) to 10.831MB for 262204-byte allocation
07-06 23:41:05.244 22653-22699/com.hawk.tommo.game D/dalvikvm: GC_FOR_ALLOC freed <1K, 16% free 9737K/11463K, paused 38ms, total 38ms
07-06 23:41:05.424 22653-22699/com.hawk.tommo.game D/dalvikvm: GC_FOR_ALLOC freed 261K, 18% free 9482K/11463K, paused 83ms, total 84ms
07-06 23:41:05.464 22653-22699/com.hawk.tommo.game I/System.out: L0010 Uniform 'pAmount' differ on precision
07-06 23:41:05.504 22653-22699/com.hawk.tommo.game I/System.out: CREATED LEVEL: StartLevel
07-06 23:41:05.564 22653-22699/com.hawk.tommo.game D/dalvikvm: GC_FOR_ALLOC freed 345K, 17% free 9705K/11591K, paused 32ms, total 32ms
07-06 23:41:05.644 22653-22699/com.hawk.tommo.game W/dalvikvm: threadid=11: thread exiting with uncaught exception (group=0x413732a0)
07-06 23:41:05.654 22653-22699/com.hawk.tommo.game E/AndroidRuntime: FATAL EXCEPTION: GLThread 12371
                                                                     java.lang.IllegalArgumentException: no uniform with name 'pAmount' in shader
                                                                         at com.badlogic.gdx.graphics.glutils.ShaderProgram.fetchUniformLocation(ShaderProgram.java:308)
                                                                         at com.badlogic.gdx.graphics.glutils.ShaderProgram.fetchUniformLocation(ShaderProgram.java:298)
                                                                         at com.badlogic.gdx.graphics.glutils.ShaderProgram.setUniformi(ShaderProgram.java:321)
                                                                         at com.hawk.tommo.game.graphics.PointLightManager.bind(PointLightManager.java:24)
                                                                         at com.hawk.tommo.game.level.Level.render(Level.java:924)
                                                                         at com.hawk.tommo.game.GameScreen.render(GameScreen.java:44)
                                                                         at com.badlogic.gdx.Game.render(Game.java:46)
                                                                         at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:459)
                                                                         at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1522)
                                                                         at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
07-06 23:41:09.748 22653-22653/? E/AndroidGraphics: waiting for pause synchronization took too long; assuming deadlock and killing
07-06 23:41:09.748 22653-22653/? I/Process: Sending signal. PID: 22653 SIG: 9


Well, this is well and explicitly written in

java.lang.IllegalArgumentException: no uniform with name ‘pAmount’ in shader

Ah thanks for the reply! I should of mentioned I fixed this and it wasn’t that :smiley:
It was actually a few lines above that

07-06 23:41:05.464 22653-22699/com.hawk.tommo.game I/System.out: L0010 Uniform 'pAmount' differ on precision

I had to make the vertex and fragment shader use this

#ifdef GL_ES
precision lowp float;
precision lowp int;
#endif

I appreciate the reply though