void main() { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
uniform sampler2DRect MyTex;
void main (void) { vec4 color = texture2DRect(MyTex, gl_TexCoord[0].st); color = color* 0.5; gl_FragColor = color; }
Works on OSX.
Change use sampler2D and texture2D for non-rectangle textures. Or use arb_fragment program which is more straightforward and performs better.
cgc
On 8/25/06, cyrille henry cyrille.henry@la-kitchen.fr wrote:
This does not change anything : my primitive is still black. thanks Cyrille
chris clepper a écrit :
Add
gl_TexCoord[0] = gl_MultiTexCoord0;
To your vertex program.
On 8/25/06, *cyrille henry* < cyrille.henry@la-kitchen.fr mailto:cyrille.henry@la-kitchen.fr> wrote:
hello, i'm trying to learn glsl. I can't find how to use texture in the fragment shader. does anyone have an exemple how to load texture with GEM glsl? thanks Cyrille _______________________________________________ GEM-dev mailing list GEM-dev@iem.at <mailto:GEM-dev@iem.at> http://lists.puredata.info/listinfo/gem-dev
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