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    (Closed) GL shader cross-compiling goes wrong
     
     
     
    5
    GL shader cross-compiling goes wrong

    1. What happened
    GL linking goes wrong, because the texture coordinates don't match up from tesselation, geometry, vertex and fragment shader. It does go well in DX11. Only the cross-compiling goes wrong.
    -------- GLSL link error: ERROR: Input of fragment shader 'gs_COLOR1' differs in type/qualifiers to that written by geometry shader
    WARNING: Output of geometry shader 'gs_TEXCOORD7' not read by fragment shader
    WARNING: Output of geometry shader 'gs_TEXCOORD4' not read by fragment shader
    WARNING: Output of geometry shader 'gs_TEXCOORD3' not read by fragment shader
    ERROR: Input of fragment shader 'gs_COLOR1' not written by geometry shader
    ERROR: Input of fragment shader 'gs_TEXCOORD2' not written by geometry shader

    2. How we can reproduce it using the example you attached
    Import the project on a mac with openGL (metal also doesn't work, but that's not the issue).

    License type: Free
     
       
      To follow up on this case, send email to bugs@unity3d.com mentioning 'Case 978279' in the subject.
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