Hi again to everyone :)<br><br>To not to break the establishing tradition of self-answering... I've found the solution to the aforementioned problem :)<br><br>While looking into adb logcat I've stumbled across the following things:<br><br>
I/godot ( 419): ERROR: 0:124:5
color containing two consecutive underscores () is reserved as possible future keyword.<br>I/godot ( 419): ERROR: 0:125:5
bw_mult containing two consecutive underscores () is reserved as possible future keyword.<br>I/godot ( 419): ERROR: 0:126:1
bw_mult containing two consecutive underscores () is reserved as possible future keyword.<br>I/godot ( 419): ERROR: 0:127:1
color containing two consecutive underscores () is reserved as possible future keyword.<br>I/godot ( 419): ERROR: 0:128:17
color containing two consecutive underscores () is reserved as possible future keyword.<br>I/godot ( 419): ERROR: 0:128:30
bw_mult containing two consecutive underscores () is reserved as possible future keyword.<br>I/godot ( 419): ERROR: 6 compilation errors. No code generated.
<br>Which are the shader compilation errors. Strange thing that I didn't use the two consecutive underscores, but I guess the names of the variables ( both local scope and uniform ) where the cause of all the mess.<br><br>After renaming 'tex' to 'textureColor' and 'bw_mult' to 'modulate' ( and so on ), I've managed to get shaders work on Android.<br><br>P.S.<br>Btw, anyone knows what is the purpose of the 'Use driver GLES2' option within the project settings? It seems that GLES2 is used anyway, regardless to the checkbox state.