Please help!! GLES shader won't compile on iphone

If there is a more-specific forum to post this, please let me know.

This makes no sense. But my shader won’t build on the iphone, citing a link error that is wrong. See below:


**Link failure!!**
Log contents: 
ERROR: No 'main()' function found in linked vertex shaders.
ERROR: No 'main()' function found in linked fragment shaders.

Shaders attached: 4

--Fragment shader--
precision mediump float;

vec4 ShadeFragment();

void main()
{
	gl_FragColor = ShadeFragment();
}

--Vertex shader--
//precision mediump float;

vec4 ShadeVertex();

void main()
{
	gl_Position = ShadeVertex();
}


--Vertex shader--
//#version 120
//#extension GL_EXT_gpu_shader4 : enable

precision mediump float;

uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewProjMatrix;
uniform mat4 NormalMatrix;
uniform vec4 Color;

attribute vec4 Vertex;
attribute vec4 Normal;

varying vec4 out_color;

/*******************************************************
*  Fixed.vert Fixed Function Equivalent Vertex Shader  *
*   Automatically Generated by 3Dlabs GLSL ShaderGen   *
*             http://developer.3dlabs.com              *
*******************************************************/
vec4 Ambient;
vec4 Diffuse;
vec4 Specular;


void pointLight(in int i, in vec3 normal, in vec3 eye, in vec3 ecPosition3)
{
   float nDotVP;       // normal . light direction
   float nDotHV;       // normal . light half vector
   float pf;           // power factor
   float attenuation;  // computed attenuation factor
   float d;            // distance from surface to light source
   vec3  VP;           // direction from surface to light position
   vec3  halfVector;   // direction of maximum highlights

   // Compute vector from surface to light position
   VP = vec3 (0,0,1) - ecPosition3;

   // Compute distance between surface and light position
   d = length(VP);

   // Normalize the vector from surface to light position
   VP = normalize(VP);

   // Compute attenuation
   attenuation = 1.0;

   halfVector = normalize(VP + eye);

   nDotVP = max(0.0, dot(normal, VP));
   nDotHV = max(0.0, dot(normal, halfVector));

   if (nDotVP == 0.0)
   {
       pf = 0.0;
   }
   else
   {
       pf = pow(nDotHV, 100.0);
   }
   Ambient  += vec4(0);
   Diffuse  += vec4(1,1,1,1) * nDotVP;
   Specular += vec4(1,1,1,1) * pf;
}

vec3 fnormal(void)
{
    //Compute the normal 
    vec3 normal = (NormalMatrix * Normal).xyz;
    normal = normalize(normal);
    return normal;
}

void flight(in vec3 normal, in vec4 ecPosition, float alphaFade)
{
    vec4 color;
    vec3 ecPosition3;
    vec3 eye;

    ecPosition3 = (vec3 (ecPosition)) / ecPosition.w;
    eye = vec3 (0.0, 0.0, 1.0);

    // Clear the light intensity accumulators
    Ambient  = vec4 (0.0);
    Diffuse  = vec4 (0.0);
    Specular = vec4 (0.0);

    pointLight(0, normal, eye, ecPosition3);

    color = Ambient*vec4(0.2, 0.2, 0.2, 1.0) +
            Diffuse*Color;
    color += Specular;
    color = clamp( color, 0.0, 1.0 );
    out_color = color;

    out_color.a *= alphaFade;
}


vec4 ShadeVertex()
{
    vec3  transformedNormal;
    float alphaFade = 1.0;

    // Eye-coordinate position of vertex, needed in various calculations
    vec4 ecPosition = ModelViewMatrix * Vertex;

    // Do fixed functionality vertex transform
    transformedNormal = fnormal();
    flight(transformedNormal, ecPosition, alphaFade);
    return ModelViewProjMatrix * Vertex;	
}


--Fragment shader--
//#version 120
//#extension GL_EXT_gpu_shader4 : enable

precision mediump float;
varying vec4 out_color;

/*******************************************************
* Fixed.frag Fixed Function Equivalent Fragment Shader *
*   Automatically Generated by 3Dlabs GLSL ShaderGen   *
*             http://developer.3dlabs.com              *
*******************************************************/

vec4 ShadeFragment() 
{
    return out_color;
}

Did apple screw up the OpenGLES 2.0 implementation on the iphone simulator?

apparently opengl es cannot link multiple shaders, so I had to merge the source files.

wow, so many limitations on gles

Your shader seems to be quite large. There is a limit on the shader size and it could be you are running out of space on iphone.