hmm I’m not really surprised by this error In fact I did something quite hacky in this shader as a quick workaround: testing the texture size using textureSize(…) to determine if a texture is binded … But textureSize() is only available in GLSL 1.3 which is apparently not supported by your card. So I’m going to fix this in a proper way instead of relying on this dirty hack: I just have to always bind a texture even to draw solid colors ( I’ll just bind a white texture in this case … )
It will be fixed in the next update I’ll post … so you can keep your graphic card
Thanks for testing !
EDIT: just realized that I already fixed this some time ago by just removing the fragment shader which basically does nothing … I really should post a new version, the one here is quite old …