Oh ok, looks like I have to create an OpenGL 3 context, if I want to use inverse() in the shader.
Well, this is an excerpt of the beginning of the shader
#version 130
in vec4 a2v_position;
in vec3 a2v_normal;
//...
So there is definitely a
;). The weird thing is, if I write
#version 150
I get the following error
Vertex shader failed to compile with the following errors:
ERROR: 0:1: error(#106) Version number not supported by GL2
ERROR: 0:1: error(#76) Syntax error unexpected tokens following #version
ERROR: error(#273) 2 compilation errors. No code generated
So the compiler is in fact able to recognize #version 150 but not anything after that.