Just wrote a shader that uses a texture but only when a bool flag is set to true, so that means i can either to use texture mapping in shader or not, now since i use texturecoordinate attribute in passed vertex buffer, and send it from vertex shader to fragment one where i choose to use it or not via uniform bool I WONDER.
Will drawing crash ? I mean after some time of developement i encountered problems with various phones that claim only to 'eat' correct shaders (that means i need to make 2 different shaders - one that uses texture and second one that does not), but its an overkill and waste of time to do everything like that, i could but #ifdefs in shader and load 2 different ones but still i could just switch the uniform bool and get over with it. So are phones/tablets still so strict?