Projected texture in Glslang

Am i doing something wrong here?
Im just trying to project a texture

(vertex shader)
varying vec4 tex;
uniform mat4 ModelViewInv;
void main () {
gl_Position = ftransform();
tex = (gl_VertexModelViewInvgl_TextureMatrix[0]);
}

(fragment shader)
uniform sampler2D tx;
varying vec4 tex;
void main () {
gl_FragColor = texture2DProj(tx,tex);
}

ModelViewInv is the inverse of the modelview matrix ( at the point of drawing)

and the texture matrix is
glLoadIdentity();
glTranslatef(0.5,0.5,0.5);
glScalef(0.5,0.5,0.5);
gluPerspective(FOV,1,zNear,zFar);
LightPos.ApplyInv; ( multiply with inverse matrox of the light)

i dont get any usefull result.

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