Hey…
I’m trying to access both float and normal textures in a fragment shader… In my program I’m simply trying to apply the the textures to a square (one at a time). However it seems that whenever a float texture is binded to TEXTURE0 the normal GL_RGBA texture is read wrong and both float textures are can be applied correctly. When the normal GL_RGBA is binded TEXTURE0 this texture is applied correctly, but the float textures are not.
Can anybody help me with this problem?
void enablePaintBrushShader(void)
{
glUseProgramObjectARB(paintbrushShaderProgram);
// check if the dynamic texture variable exists in linked shader program and set texture
if(dynamicTextureLocation != -1) {
glActiveTexture(GL_TEXTURE2); // Actives openGLs texture0
glBindTexture(texture_target, dynamicTextures[bufferRead]); // Binds the texture
glUniform1iARB(dynamicTextureLocation, 2); // Set uniform variable in shader (to texture0)
}
// check if the uv texture variable exists in linked shader program and set texture
if(uvTextureLocation != -1) {
glActiveTexture(GL_TEXTURE1); // Actives openGLs texture1
glBindTexture(texture_target, uvTexture); // Binds the texture
glUniform1iARB(uvTextureLocation, 1); // Set uniform variable in shader (to texture1)
}
// check if the normal texture variable exists in linked shader program and set texture
if(normalTextureLocation != -1) {
glActiveTexture(GL_TEXTURE0); // Actives openGLs texture2
glBindTexture(texture_target, normalTexture); // Binds the texture
glUniform1iARB(normalTextureLocation, 0); // Set uniform variable in shader (to texture2)
}
}
void disableShaders(void)
{
glUseProgramObjectARB(0);
}
void RenderTexture(void)
{
ViewOrtho(); // Set orthogonal projection mode
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
glViewport(0,0,TEXTURE_WIDTH, TEXTURE_HEIGHT); // Viewport
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferObjects[bufferWrite]);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); // render attachment 0
enablePaintBrushShader();
glBegin(GL_QUADS);
glMultiTexCoord2i(GL_TEXTURE0, 0, 0);
glMultiTexCoord2i(GL_TEXTURE1, 0, 0);
glMultiTexCoord2i(GL_TEXTURE2, 0, 0);
glVertex2i(0, 0);
glMultiTexCoord2i(GL_TEXTURE0, 0, textureCoordHeightFactor);
glMultiTexCoord2i(GL_TEXTURE1, 0, textureCoordHeightFactor);
glMultiTexCoord2i(GL_TEXTURE2, 0, textureCoordHeightFactor);
glVertex2i(0, TEXTURE_HEIGHT);
glMultiTexCoord2i(GL_TEXTURE0, textureCoordWidthFactor, textureCoordHeightFactor);
glMultiTexCoord2i(GL_TEXTURE1, textureCoordWidthFactor, textureCoordHeightFactor);
glMultiTexCoord2i(GL_TEXTURE2, textureCoordWidthFactor, textureCoordHeightFactor);
glVertex2i(TEXTURE_WIDTH, TEXTURE_HEIGHT);
glMultiTexCoord2i(GL_TEXTURE0, textureCoordWidthFactor, 0);
glMultiTexCoord2i(GL_TEXTURE1, textureCoordWidthFactor, 0);
glMultiTexCoord2i(GL_TEXTURE2, textureCoordWidthFactor, 0);
glVertex2i(TEXTURE_WIDTH, 0);
glEnd();
disableShaders();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // Unbind fbo 0
ViewPerspective(); // Set Perspective projection mode
}
// VS
void main()
{
// now normalize the light's direction. Note that according to the
// OpenGL specification, the light is stored in eye space.
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_TexCoord[1] = gl_MultiTexCoord1;
gl_TexCoord[2] = gl_MultiTexCoord2;
gl_Position = ftransform();
}
// FS
uniform sampler2D uvTexture;
uniform sampler2D normalTexture;
uniform sampler2D dynamicTexture;
void main()
{
vec4 texelColorA = texture2D(dynamicTexture, gl_TexCoord[2].st); // Get current color of texel
vec4 texelColorB = texture2D(uvTexture, gl_TexCoord[1].st); // Get current color of texel
vec4 texelColorC = texture2D(normalTexture, gl_TexCoord[0].st); // Get current color of texel
gl_FragColor = texelColorA;
}