title: OpenGL Compiled Shader was corrupt
body: <p>I'm trying to compile a shader program in OpenGL 3.2, but I'm getting a strange linking error.</p>
  
  <p>After creating the vertex and fragment shaders compiling and attaching them, I try to link them into a program but I get the following infolog error:</p>
  
  <pre><code>ERROR: Compiled vertex shader was corrupt.
  ERROR: Compiled fragment shader was corrupt.
  </code></pre>
  
  <p>I have absolutely no idea what it means and the only thing I could find on google was to ignore it. However, when I glUseProgram() it I get an invalid operation, so I can't just ignore this error. </p>
  
  <p>Moreover, I just updated to XCode 5 and the very same code/shader source was working. Don't know how it can be related though..</p>
  
  <p>Edit: shader source</p>
  
  <p>Vertex:</p>
  
  <pre><code>#version 150
  
  in vec3 position;
  
  uniform mat4 worldMatrix;
  uniform float time;
  
  out vec3 outPos;
  void main(){
      gl_Position = worldMatrix*vec4(position, 1.0);
      outPos = position;
  }
  </code></pre>
  
  <p>Fragment:</p>
  
  <pre><code>#version 150
  
  out vec4 outColor;
  uniform float time;
  uniform float red;
  uniform float green;
  uniform float blue;
  
  void main(){
      outColor=vec4(red, green, blue,1.0);
  }
  </code></pre>