I'm having a problem compiling my "working" shader on an Android Device that uses OpenGL ES 3.0.
My shader works fine on a device that natively uses OpenGL ES 2.0 (it was written targeting that version). I'm trying to run my shader "undedited" on a device that uses OpenGL ES 3.0 and it doesn't compile. I'm using GLES20.glCompileShader to compile the source, but the code never returns from that function. I have another shader that was written for OpenGL ES 2.0 also, and it seems to work. For reasons of NDA, I can't show any code for the shader, but I can say that I'm using varying variables, uniforms, and a special extension "#extension GL_OES_EGL_image_external : require". But the shader that does work, also uses this extension, so that can't be the issue.
The real problem is not even a crash. I can't make it past GLES20.glCompileShader(...). It just hangs when using the "broken" shader. I'm not sure why. Thanks in advance for any answers.