Hi,
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:
#ifdef ENABLE_POINT_LIGHT
vec3 vLightPos = GetLightPos();
(…)
vSpecularReflection += GetBlinnPhongIntensity( ray, material, vLightDir, vNormal ) * vIncidentLight;
#endif
ENABLE_POINT_LIGHTToken ENABLE_POINT_LIGHT, after #endif is incorrect, according to specification:
GLSLangSpec.4.30.6.pdf,
3.3 Preprocessor:
#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-standardand working draft
http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2012/n3337.pdf16 Preprocessing directives
endif-line:
# endif new-line
Only acceptable token after #endif directive is new line token.
Can you look closer into this issue ?