title: GLSL 1.50: "in int" not legal in OS X?
body: <p>This fragment shader code compiles in Windows, but throws an error in OS X (Mountain Lion, using a 3.2 core context).</p>
  
  <pre><code>#version 150 core
  in int vinstance_id;
  uniform uint object_id[16];
  out uint id_map;
  
  void main() {
      id_map = object_id[vinstance_id];
  }
  </code></pre>
  
  <p>The error is:</p>
  
  <pre><code>ERROR: 0:2: int can't be an in in the fragment shader
  </code></pre>
  
  <p>I don't think that's right: In the <a href="http://www.opengl.org/registry/doc/GLSLangSpec.1.50.09.pdf" rel="nofollow">GLSL 1.50 spec</a>, section 4.3.4 says about fragment shaders:</p>
  
  <blockquote>
    <p>Fragment inputs can only be signed and unsigned integers and integer vectors, float ...</p>
  </blockquote>
  
  <p>Is this a driver bug?</p>