OpenGL Compiled Shader was corrupt
Got it to work.
At first I rewrote the shaders with another editor (text mate) and then it worked sometimes. Then I made sure that it was properly null terminated and it worked every time.
Maybe somehow there were non-printing characters like Andon M. Coleman suggested.
I had the same issue, and discovered that if you use the ' std::stringstream buffer' to read the file, as many code examples on the web use, the method .str().c_str() to get a *ptr needed for glShaderSource, the pointer gets deleted, meaning, you get random linker errors. Here is the work around I created...
int shaderFromFile(const std::string& filePath, GLenum shaderType) {
//open file
std::ifstream f;
f.open(filePath.c_str(), std::ios::in);
if(!f.is_open()){
throw std::runtime_error(std::string("Failed to open file: ") + filePath);
}
//read whole file into stringstream buffer
std::stringstream buffer;
buffer << f.rdbuf();
buffer << "\0";
f.close();
// need to copy, as pointer is deleted when call is finished
std::string shaderCode = buffer.str().c_str();
//create new shader
int ShaderID = glCreateShader(shaderType);
//set the source code
const GLchar* code = (const GLchar *) shaderCode.c_str();
glShaderSource(ShaderID, 1, &code, NULL);
//compile
glCompileShader(ShaderID);
//throw exception if compile error occurred
GLint status;
glGetShaderiv(ShaderID, GL_COMPILE_STATUS, &status);
std::cout << "Status from compile:" << status << "\r\n";
if (status == GL_FALSE) {
std::string msg("Compile failure in shader:\n");
GLint infoLogLength;
glGetShaderiv(ShaderID, GL_INFO_LOG_LENGTH, &infoLogLength);
char* strInfoLog = new char[infoLogLength + 1];
glGetShaderInfoLog(ShaderID, infoLogLength, NULL, strInfoLog);
msg += strInfoLog;
delete[] strInfoLog;
glDeleteShader(ShaderID); ShaderID = 0;
throw std::runtime_error(msg);
}
return ShaderID;
}