Hi, I have a glsl shader (for deferred lighting), and I uses cubemaps for omnidirectional lights. Everything works fine on my NVIDIA gpu. but when I try to compile with an intel gpu, it crashes during the link.
If I remove that line:
visibility += texture( LightCubeMap[lightID], vec4(dirOffset, depth) );
Then there is no crash.
Is there any known problem with samplerCubeShadow in glsl version 330 compiled on a intel GPU ? I can't find anything on google. Or maybe my problem is something else ?