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
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
>
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