The use of sampler3D in GLSL silently fails (no info log) yet the compile status says otherwise. Offending shader source that causes this. sampler3D gColorGradingMap; out vec4 fragColor; ... fragColor = vec4(texture(gColorGradingMap, fragColor.rgb).rbg, 1.0f);
This turns out to be my fault. glValidateProgram was complaining about "active samplers with a different type refer to the same texture image unit". This was ignored however. Marking this as closed.
Use of freedesktop.org services, including Bugzilla, is subject to our Code of Conduct. How we collect and use information is described in our Privacy Policy.