For debug functions I’ve minimised the shader to the next:
various vec4 v_color;
various vec2 v_texCoords;
uniform sampler2D u_texture;
void essential() {
// ivec2 measurement = textureSize(u_texture, 0);//throws error if this line is enabled
gl_FragColor = v_color * texture2D(u_texture, v_texCoords);
}
So do not thoughts what it really does for the time being. With the road commented out it really works superb, and different shaders work superb, however with the road in I get the errors:
[GLProfiler] Error GL_INVALID_OPERATION from glUniform2f
[GLProfiler] Error GL_INVALID_OPERATION from glUniform1f
[GLProfiler] Error GL_INVALID_OPERATION from glUniformMatrix4fv