First things are the macOS doesn’t support GLSL 1.20 or GLSL 4+, so you need to use GLSL 3.3
Then the macOS GLSL compiler also seems more strict in many cases such that something created on Nvidia-Windows will compile but it won’t compile on macOS. Its actually good practice to to try to code for this strict-ness as then you can be sure it will work on Nvidia, AMD, Intel, macOS, but not everyone has multiple machines to test/dev on.
If you just follow the main GLSL documentation for GLSL 3.30, those are the ‘strict’ ones. For example texelFetchBuffer no longer exists in GLSL 3.30, it’s now called texelFetch only
So today I was messing around with this again and I was able to find some more info on the compatibility of openGL on my machine. please check Screenshot below: