Hello,
I’m having a little problem with GLSL, when I compile and use fragment and vertex shaders either in an FBO or the main screen buffer, all my textures just turn out black.
In my naivety I’m loading GLSL examples I found lying around the Internet. The only success I had was with a minimal fragment and vertex shader where the fragment shader sets the pixel to purple. -And all my textures were purple, precisely as planned.
But as for running less trivial things like this convolution filter I found here:
http://www.ozone3d.net/smf/index.php?topic=68.0
…it’s just producing black textures.
What are some of the false assumptions I may be under?
Thanks,
Cameron