Whenever I use a Uniform Buffer Object in my fragment shader, I get "Internal compilation failure. Possibly caused by GSA not supporting a GLSL feature used in shader". Is there some configuration setting I'm missing? The shader compiles/links when used in my application. I have the latest drivers.
I figured out that if you put the uniform block as the last declaration, it will work. The source below will give the error stated above. If you change this and put the UBO declaration just above main() (the last delcaration), it will compile.
#extension GL_AB_uniform_buffer_object : enable
uniform sampler2D src1;
in vec2 tex0;
out vec4 out_color;
out_color = texture(src1, tex0);