goto done;
/* OpenGL ES requires that a vertex shader and a fragment shader both be
- * present in a linked program. By checking prog->IsES, we also
- * catch the GL_ARB_ES2_compatibility case.
+ * present in a linked program. GL_ARB_ES2_compatibility doesn't say
+ * anything about shader linking when one of the shaders (vertex or
+ * fragment shader) is absent. So, the extension shouldn't change the
+ * behavior specified in GLSL specification.
*/
- if (!prog->InternalSeparateShader &&
- (ctx->API == API_OPENGLES2 || prog->IsES)) {
+ if (!prog->InternalSeparateShader && ctx->API == API_OPENGLES2) {
if (prog->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
linker_error(prog, "program lacks a vertex shader\n");
} else if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) {