MultiPass with FBO

I have be literally searching for hours around the internet all day but I cannot find any example of Rending to a Frame buffer texture from One Shader, and Using that texture as the input for another shader.

I’m trying to do this using GLSL,

Render objects(texturered) (Shader1) -> FBO -> do effects on objects (SHAder2)

But I can’t for anything actually find an example of this anywhere yet I keep reading about it. I need to see some working code…

There are loads of examples of rendering to FBO
Go to the nVidia developer web site and look for OpenGL sdk 9.5
There are examples using FBO
Using the FBO texture for a second shader is trivial since it is just a texture like any other.