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
>
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