Programmable Shader running in OpenGL environment

On Windows, a programmable shader that can build normally and work properly.

There are a lot of errors when running this on OpenGL environments such as Mac, Linux, iOS, Android.

I need to collect test cases to fix this problem.
Attach an open source project that corresponds to one of the following three states here.

  • Error at build with content pipeline
  • Error at runtime
  • Execution result is abnormal
  • No problem