Any news about how to make use of GL_OES_EGL_image_external?

Hi.
I want to render a texture that’s constantly updated outside unity by a video player contained in an Android plugin. The update is done in an arbitrary thread (should this be UnityMain?).
I know how to hook the texture (using Texture2D.CreateExternalTexture after getting the handle from the plugin).
I managed to create a shader that uses “#extension GL_OES_EGLimage_external : require” and I see no errors in logcat about compilation, but the texture shown is black.
Also, if I use the built-in unlit texture shader, the texture shown is plain purple(the smaller cube).
In the bottom-right is a GLSurfaceView from Android side (I added it as a child of UnityPlayer’s root view for debugging)

Shader:

Shader "Fast" {
    Properties {
		_MainTex("Base (RGB)", 2D) = "white" {}
    }
   
    SubShader {
        Tags { "Queue" = "Geometry" }
       
        Pass 
		{
            GLSLPROGRAM       

            #ifdef VERTEX
            varying vec2 TextureCoordinate;
            void main()
            {
                gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
                TextureCoordinate = gl_MultiTexCoord0.xy;
            }
            #endif
           
            #ifdef FRAGMENT
			// require GL_OES_EGL_image_external so we can access the external texture data on android's GPU
			#extension GL_OES_EGL_image_external : require
			//precision mediump float; // added
            varying vec2 TextureCoordinate;
			//uniform sampler2D _MainTex;
			uniform samplerExternalOES _MainTex; // replaced above line with this in order to use GL_OES_EGL_image_external
           
            void main()
            {
                gl_FragColor = texture2D(_MainTex, TextureCoordinate);
            }
            #endif

            ENDGLSL
        }
    }
	FallBack "Diffuse"
}

@thefallengamesstudio You might want to change texture2D with textureExternal as mentioned here. That being said, I’m having the exact same problem even with that change. Did you ever find a fix for this?