Separated Shader Objects : not declared in input from next stage.

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).