Just installed iOS 9 on the iPad Air 2.
Problem is, I do not seem to be able to access a depth attachment from my fragment shader. Things where chipper in iOS 8.
In OpenGL ES 2, I create a frame buffer object ( fbo ) with a color and depth attachment. glCheckFramebufferStatus is ok. Later on in the fragment shader, I bind the depth texture to a texture unit. Its a npot texture which is ok in OpenGL ES 2 and I can use GL_TEXTURE_2D. In the shader, I would then access the depth -- its just sampler2D. Seems like I can get at the color attachment without a problem. Once I get the depth I would then linearize it and do fun stuff.
Other people having this issue?
I did see some of my shaders break because #extension was not the first line. For instance,
precision highp float; //Cant put this before the extension line now in iOS 9. Put it after #extension.
#extension GL_EXT_shader_framebuffer_fetch : require
Though fixing that did not seem to fix the depth issue. But it did compile...