There is no issue with agk but how nivida wants shaders written.
You cant pass user varyings in to the fragment shader but first the vertex shader and then send them from there to the fragment shader.
To this date do i only know about tegra 2 devices that neads this workaround............................
EDITED_____________________________________________
After alot of web browsing without much luck until i stumbled on a weird tegra shaders page and a small text.
It seams that shaders on tegra dont allow user varyings in the fragment shader?
I thought it sound silly but as my dungeon game shaders didt work and a i pass in an min and max value to get he right fog.
So did i try to simply create a Point light where i used its x coord for the min value and its y cord to pass in the max value.
And yes now does my shader work on even tegra devices
Does tgc have any plans on making some shader commands that are defined like the internal Point lights so we can use our own shaders with tegra devices also?
Now that we know that user varyings are not allowed on tegra fragment shaders.
Its funny wath you learn with getting a new device
Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
Android 4.0 , Dmtech 3g 9738B , 1024x768 , 9.7 inches , 1.2 ghz