Rendering on SAQ

Hi everyone,
we’re experiencing a problem with our little shader that just renders a texture on a screen aligne quad. We use RenderMonkey as developing tool.

Everything works right on my laptop, with a NVidia Fx 2500M.
But on other workstations with other graphic cards (Fx 1400, Fx5500 ) we see the entire rendered frame made of only one color…!

The shader code is so simple that I think I can paste it here:


varying vec2  texCoord[1];

void main(void)
{
   vec2 inPos = sign(gl_Vertex.xy);
   gl_Position = vec4(inPos.x, inPos.y, 0.0, 1.0);
   
   texCoord[0]  = (vec2(inPos.x, -inPos.y) + 1.0)/2.0;
}


uniform sampler2D Base2D;
uniform vec4 ColorGain;
varying vec2 texCoord;
 
void main(void)
{
   vec4 rgb1 = texture2D(Base2D, texCoord );

   gl_FragColor = clamp(vec4(rgb1.r + ColorGain.r, rgb1.g + ColorGain.g, rgb1.b + ColorGain.b, 1.0), 0.0, 1.0);  
}

Do you have any suggestion?

Well problem is.
vertex shader “varying vec2 texCoord[1]”
fragment shader “varying vec2 texCoord”

But it is interesting… no error, no warning.

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