All WINDOWS builds fail to run after reinstalling Windows 10

I’m completely unable to get the sample OpenFL project running on Windows. It builds and runs correctly for Flash and HTML5 but on Windows it produces a long stream of audio and shader errors and finally opens a window with just black in it:

AL lib: (EE) MMDevApiOpenPlayback: Device init failed: 0x80004005
Shader.hx:244: Could not compile the shader:
	Vertex shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "!" parse error
ERROR: error(#273) 1 compilation errors.  No code generated


Shader.hx:245: attribute vec2 openfl_aPosition;
attribute vec2 openfl_aTexCoord0;
attribute vec4 openfl_aColor;
uniform mat3 openfl_uProjectionMatrix;
uniform bool openfl_uUseColorTransform;
varying vec2 openfl_vTexCoord;
varying vec4 openfl_vColor;
void main(void) {
   gl_Position = vec4((openfl_uProjectionMatrix * vec3(openfl_aPosition, 1.0)).xy, 0.0, 1.0);
   openfl_vTexCoord = openfl_aTexCoord0;
   if(openfl_uUseColorTransform)
   	openfl_vColor = openfl_aColor;
   else
   	openfl_vColor = vec4(openfl_aColor.bgr * openfl_aColor.a, openfl_aColor.a);
}
Shader.hx:244: Could not compile the shader:
	Fragment shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "8" parse error
ERROR: error(#273) 1 compilation errors.  No code generated


Shader.hx:245: #ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D openfl_uSampler0;
uniform vec4 openfl_uColorMultiplier;
uniform vec4 openfl_uColorOffset;
uniform bool openfl_uUseColorTransform;
varying vec2 openfl_vTexCoord;
varying vec4 openfl_vColor;
vec4 colorTransform(const vec4 color, const vec4 tint, const vec4 multiplier, const vec4 offset) {
	if(!openfl_uUseColorTransform) {
		return color * tint;
	}
	vec4 unmultiply;
	if (color.a == 0.0) {
		unmultiply = vec4(0.0, 0.0, 0.0, 0.0);
	} else {
   	unmultiply = vec4(color.rgb / color.a, color.a);
	}
   vec4 result = unmultiply * tint * multiplier;
   result = result + offset;
   result = clamp(result, 0., 1.);
   result = vec4(result.rgb * result.a, result.a);
   return result;
}
void main(void) {
   vec4 tc = texture2D(openfl_uSampler0, openfl_vTexCoord);
   gl_FragColor = colorTransform(tc, openfl_vColor, openfl_uColorMultiplier, openfl_uColorOffset);
}
Shader.hx:244: Could not compile the shader:
	Vertex shader failed to compile with the following errors:
ERROR: 0:1: error(#90) Syntax error: ERROR___CPP_EOL_IN_STRING
ERROR: 0:1: error(#132) Syntax error: "<" parse error
ERROR: error(#273) 2 compilation errors.  No code generated


Shader.hx:245: attribute vec2 openfl_aPosition;
uniform mat3 openfl_uTranslationMatrix;
uniform mat3 openfl_uProjectionMatrix;
uniform vec4 openfl_uColor;
uniform float openfl_uAlpha;
uniform vec4 openfl_uColorMultiplier;
uniform vec4 openfl_uColorOffset;
varying vec4 vColor;
vec4 colorTransform(const vec4 color, const float alpha, const vec4 multiplier, const vec4     offset) {
   vec4 result = color * multiplier;
   result.a *= alpha;
   result = result + offset;
   result = clamp(result, 0., 1.);
   result = vec4(result.rgb * result.a, result.a);
   return result;
}
void main(void) {
   gl_Position = vec4((openfl_uProjectionMatrix * openfl_uTranslationMatrix * vec3(    openfl_aPosition, 1.0)).xy, 0.0, 1.0);
   vColor = colorTransform(openfl_uColor, openfl_uAlpha, openfl_uColorMultiplier,     openfl_uColorOffset);
}
Shader.hx:244: Could not compile the shader:
	Fragment shader failed to compile with the following errors:
ERROR: 0:? : error(#132) Syntax error: "l" parse error
ERROR: error(#273) 1 compilation errors.  No code generated


Shader.hx:245: #ifdef GL_ES
precision lowp float;
#endif
varying vec4 vColor;
void main(void) {
   gl_FragColor = vColor;
}
Shader.hx:244: Could not compile the shader:
	Vertex shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "P" parse error
ERROR: error(#273) 1 compilation errors.  No code generated


Shader.hx:245: attribute vec2 openfl_aPosition;
uniform mat3 openfl_uTranslationMatrix;
uniform mat3 openfl_uProjectionMatrix;
uniform mat3 openfl_uPatternMatrix;
varying vec2 vPosition;
void main(void) {
   gl_Position = vec4((openfl_uProjectionMatrix * openfl_uTranslationMatrix * vec3(    openfl_aPosition, 1.0)).xy, 0.0, 1.0);
   vPosition = (openfl_uPatternMatrix * vec3(openfl_aPosition, 1)).xy;
}
Shader.hx:244: Could not compile the shader:
	Fragment shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "]" parse error
ERROR: error(#273) 1 compilation errors.  No code generated


Shader.hx:245: #ifdef GL_ES
precision lowp float;
#endif
uniform float openfl_uAlpha;
uniform vec2 openfl_uPatternTL;
uniform vec2 openfl_uPatternBR;
uniform sampler2D openfl_uSampler0;
uniform vec4 openfl_uColorMultiplier;
uniform vec4 openfl_uColorOffset;
varying vec2 vPosition;
vec4 colorTransform(const vec4 color, const float alpha, const vec4 multiplier, const vec4     offset) {
   vec4 unmultiply = vec4(color.rgb / color.a, color.a);
   vec4 result = unmultiply * multiplier;
   result.a *= alpha;
   result = result + offset;
   result = clamp(result, 0., 1.);
   result = vec4(result.rgb * result.a, result.a);
   return result;
}
void main(void) {
   vec2 pos = mix(openfl_uPatternTL, openfl_uPatternBR, vPosition);
   vec4 tcol = texture2D(openfl_uSampler0, pos);
   gl_FragColor = colorTransform(tcol, openfl_uAlpha, openfl_uColorMultiplier,     openfl_uColorOffset);
}
Shader.hx:244: Could not compile the shader:
	Vertex shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "h" parse error
ERROR: error(#273) 1 compilation errors.  No code generated


Shader.hx:245: attribute vec2 openfl_aPosition;
attribute vec2 openfl_aTexCoord0;
attribute vec4 openfl_aColor;
uniform mat3 openfl_uProjectionMatrix;
varying vec2 vTexCoord;
varying vec4 vColor;
void main(void) {
   gl_Position = vec4((openfl_uProjectionMatrix * vec3(openfl_aPosition, 1.0)).xy, 0.0, 1.0);
   vTexCoord = openfl_aTexCoord0;
   vColor = openfl_aColor.bgra;
}
Shader.hx:244: Could not compile the shader:
	Fragment shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "s" parse error
ERROR: error(#273) 1 compilation errors.  No code generated


Shader.hx:245: #ifdef GL_ES
precision lowp float;
#endif
uniform sampler2D openfl_uSampler0;
uniform vec3 openfl_uColor;
uniform bool openfl_uUseTexture;
uniform float openfl_uAlpha;
uniform vec4 openfl_uColorMultiplier;
uniform vec4 openfl_uColorOffset;
varying vec2 vTexCoord;
varying vec4 vColor;
vec4 tmp;
vec4 colorTransform(const vec4 color, const vec4 tint, const vec4 multiplier, const vec4 offset) {
   vec4 unmultiply = vec4(color.rgb / color.a, color.a);
   vec4 result = unmultiply * tint * multiplier;
   result = result + offset;
   result = clamp(result, 0., 1.);
   result = vec4(result.rgb * result.a, result.a);
   return result;
}
void main(void) {
   if(openfl_uUseTexture) {
       tmp = texture2D(openfl_uSampler0, vTexCoord);
   } else {
       tmp = vec4(openfl_uColor, 1.);
   }
   gl_FragColor = colorTransform(tmp, vColor, openfl_uColorMultiplier, openfl_uColorOffset);
}
Shader.hx:244: Could not compile the shader:
	Vertex shader failed to compile with the following errors:
ERROR: 0:1: error(#132) Syntax error: "<" parse error
ERROR: error(#273) 1 compilation errors.  No code generated


Shader.hx:245: attribute vec2 openfl_aPosition;
attribute vec4 openfl_aColor;
uniform mat3 openfl_uTranslationMatrix;
uniform mat3 openfl_uProjectionMatrix;
uniform vec4 openfl_uColorMultiplier;
uniform vec4 openfl_uColorOffset;
uniform float openfl_uAlpha;
varying vec4 vColor;
vec4 colorTransform(const vec4 color, const float alpha, const vec4 multiplier, const vec4     offset) {
   vec4 result = color * multiplier;
   result.a *= alpha;
   result = result + offset;
   result = clamp(result, 0., 1.);
   result = vec4(result.rgb * result.a, result.a);
   return result;
}
void main(void) {
   gl_Position = vec4((openfl_uProjectionMatrix * openfl_uTranslationMatrix * vec3(    openfl_aPosition, 1.0)).xy, 0.0, 1.0);
   vColor = colorTransform(openfl_aColor, openfl_uAlpha, openfl_uColorMultiplier,     openfl_uColorOffset);
}
Shader.hx:244: Could not compile the shader:
	Fragment shader failed to compile with the following errors:
ERROR: 0:? : error(#132) Syntax error: "l" parse error
ERROR: error(#273) 1 compilation errors.  No code generated


Shader.hx:245: #ifdef GL_ES
precision lowp float;
#endif
varying vec4 vColor;
void main(void) {
   gl_FragColor = vColor;
}

I used the haxe installer from the website:

Haxe Compiler 3.2.1 - (C)2005-2015 Haxe Foundation

My haxelib list reads:

actuate: [1.8.6]
hxcpp: [3.2.193]
lime: [2.8.2]
openfl-samples: [3.3.1]
openfl: [3.5.3]
swf: [2.1.6]

I have no idea how to proceed, none of the projects I try to build on Windows will run, they all just spout this long set of errors. Unfortunately I don’t have any of my old exes to test if this is a build problem or a problem with my system itself. The baffling part is this was all working fine until I reinstalled Windows 10 from scratch on a new drive. I’ve tried wiping haxe and everything inside it and reinstalling from scratch but nothing changed.

Any ideas?