> Again, do you have interest to help us here and do the required steps?
I'm not so sure. First of all, I've now read the GLES specification a bit more, and it appears that an OpenGL ES 2.0 implementation _may_ support non-constant array indexing (see Appendix A, section 1 "Overview"). ANGLE is a GLES implementation AFAIU, and apparently, if I understand it correctly, it used to support this. So this does really look like a regression in ANGLE.
I'm not actually sure that Stellarium should change its shaders to fix this: maybe the problem should instead be reported to ANGLE (or Qt?..). There might be a legitimate reason why ANGLE stopped supporting this feature, but chances are that it's a bug.
I myself can't file such a bug report though, because I don't use Windows and thus am not affected by this problem.
> Again, do you have interest to help us here and do the required steps?
I'm not so sure. First of all, I've now read the GLES specification a bit more, and it appears that an OpenGL ES 2.0 implementation _may_ support non-constant array indexing (see Appendix A, section 1 "Overview"). ANGLE is a GLES implementation AFAIU, and apparently, if I understand it correctly, it used to support this. So this does really look like a regression in ANGLE.
I'm not actually sure that Stellarium should change its shaders to fix this: maybe the problem should instead be reported to ANGLE (or Qt?..). There might be a legitimate reason why ANGLE stopped supporting this feature, but chances are that it's a bug.
I myself can't file such a bug report though, because I don't use Windows and thus am not affected by this problem.