Since switching hardware from AMD to Intel, something that worked on AMD seems to cause fatal glsl error on Intel and I had to comment it out:
gltexcoord[0].st is not recognised and breaks the shader.
I am looking for help for an alternative method or maybe a workaround for this piece of code:
gl_TexCoord[0].s = r.x / m + 0.5;
gl_TexCoord[0].t = r.y / m + 0.5;
vec4 rS = texture(reflectionSampler, gl_TexCoord[0].st);
OpenGL 3.3, GLSL 3.3 - both vertex & fragment shaders 3.30 core.