"Wrong Component Type or Count" GLSL shader error

Hello!
I am working on a small side project, and am experimenting with a 24-but depth buffer shader.

Vertex:

out vec3 vNormal;
out vec3 vPosition;
out vec2 vTexCoords;
out vec4 vColour;
out float depth_space;

void main() {
    vec4 object_space_pos = vec4(in_Position, 1.0);
    
	vPosition = vec3(MATRIX_VIEW * MATRIX_OBJECT_POSITION) * in_Position;
	vNormal = MATRIX_NORMAL * in_Normal;
	
	vTexCoords = in_TextureCoord;
	vColour = in_Colour * VECTOR_OBJECT_COLOUR;
	
	// Set the correct vertex position
	gl_Position = MATRIX_PROJECTION_VIEW * MATRIX_OBJECT_POSITION * object_space_pos;
	
	vec4 viewSpacePos = MATRIX_VIEW * MATRIX_OBJECT_POSITION * object_space_pos;
	depth_space = viewSpacePos.z / 300.0;
}

Fragment:

in vec3 vNormal;
in vec2 vTexCoords;
in vec4 vColour;
in vec3 vPosition;
in float depth_space;

vec3 floatToColor(float f) {
    return vec3(floor(f*255.0)/255.0,fract(f*255.0),fract(f*255.0*255.0));
}

void main() {
    vec4 textureSample = texture(sampler, vTexCoords);
    if(textureSample.a <= 0){
		discard;
	}

    out_Colour = vec4( floatToColor(depth_space), 1.0);
}

When running this shader in my game I run into this error:

[LWJGL] ARB_debug_output message
	ID: 1282
	Source: API
	Type: ERROR
	Severity: HIGH
	Message: GL_INVALID_OPERATION error generated. Wrong component type or count.

What’s weird is that the shader seems to actually work… Here is the output:

What could be the issue?