Thanks again. Unfortunately, it is not probable that I will have access to Apple computers anytime soon (well, I can only mess with this in an Apple Store, but this would look strange, hahah).
I don’t want to pursue you, but if you have time, you might try to remove both functions and calls to them from the fragment shader and see if it works then.
I’ve had a quick look at the shaders and it looks like you’re missing quite few “.0” of the end of the floats, macs really don’t like that. eg:
float angle = dot(normalize(vec3(-10, -10, 10)), normalize(norm));
should be:
float angle = dot(normalize(vec3(-10.0, -10.0, 10.0)), normalize(norm));
Like you I’ve no mac to test on and I’m forever making that mistake.
There’s still issues. You’re using WebGLFloatArray. That is no longer part of the spec. It’s been changed to Float32Array. All of the WebGLXXXArray types have changed names.
Looking forward to checking it out once it’s fixed