I've found little gaffe in fragment shader of demo_6254_0_gl2.xml, which cause shader compilation failure on Intel OpenGL driver.
There is preprocessor directive constructed incorrectly, with contradition to GLSL spec:
vec3 vLightPos = GetLightPos();
vSpecularReflection += GetBlinnPhongIntensity( ray, material, vLightDir, vNormal ) * vIncidentLight;
Token ENABLE_POINT_LIGHT, after #endif is incorrect, according to specification:
#if, #ifdef, #ifndef, #else, #elif, and #endif are defined to operate as is standard for C++ preprocessors.
Following ISO C++ official site:http://isocpp.org/std/the-standard
and working drafthttp://www.open-std.org/jtc1/sc22/wg21/docs/papers/2012/n3337.pdf
16 Preprocessing directives
# endif new-line
Only acceptable token after #endif directive is new line token.
Can you look closer into this issue ?