I am experiencing some very strange bugs while trying to use gl_ViewID_OVR in an opengl es 3 fragment shader.
As soon as I use more than one input (in) and gl_ViewID_OVR in the fragment shader the glLinkProgram() function simply deadlocks !?!
When i try to work around this by setting gl_ViewID_OVR in the vertex shader as an flat uint out, the shader compiles but the screen just flickers and produces strange artifacts....
One can reproduce this by simply adding a few lines to the VrCubeWorld NativeSurface example:
Just replace the shade code in the example by the one provided by shaders_bug.txt
My test devices where S7 Edge and S7.
Does anybody see if I'm doing something wrong here or if this is a bug in the driver?
And if it is - is there a better place to report this than in this forum?