Hunting a shader compilation error for about an hour before finally finding the problem: Something worth sharing.
Being used to the mostly useful GLSL shader error strings, here is what I was left with this time:The only clue: The error occurs in the fragment shader. Another weird thing about this error is, that it does not occur on all GPUs. For example it runs fine on my Nexus 7 but not on the Incredible S (Adreno200).
The shader performed the simple Blinn-Phong per-pixel lighting. The problem lied within one of my vec3 variables:
vec3 half = normalize(light + view);
By that time I was unaware that half is one of the reserved keyword declared in the GLSLang Specification for future use. Renaming that variable to something else allowed the shader to compile. Sometimes it’s that easy.