… this one is working … but if i delete the sensless gl_TexCoord[0]; in the fragment shader, i get different results … ??? … why do i need this line of code ???
I just test your shaders in ShaderDesigner. Both shaders comile and link with no errors, but gl_TexCoord[0] line has no effect in FP asm output (with or without this line). Tested with FW 61.32, FX5900XT.
If you’re using fixed function fragment processing with a GLSL vertex shader, then you need to output to gl_TexCoord[0] to ensure it’s written to the right interpolator. But when you use a vertex and fragment shader pair there’s no point in using gl_TexCoord[n] as opposed to varying variables. In fact, using varyings give more flexibility to the driver and is more readable IMO.