I want to combine 2 textures in a GLSL shader to 1.
the problem is that I fail to set the sampler2D in the shader from my program. (the shader/program compiles correctly, the textures load correctly, the vertex shader is correct too) I tried it with the following code from a tutorial:
glUniform1i(program.getUniformLocation("Texture0"), 0);
glUniform1i(program.getUniformLocation("Texture1"), 1);
//texture 0, first texture
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, colorTexture.handle);
//texture 1, other texture
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normalTexture.handle);
the fragment shader code looks like this
uniform sampler2D Texture0;
uniform sampler2D Texture1;
void main(void)
{
vec4 color = texture2D(Texture0, vec2(gl_TexCoord[0]));
vec4 normal = texture2D(Texture1, vec2(gl_TexCoord[0]));
gl_FragColor = normal + color;
}
it gets drawn with
glUseProgram(program.handle);
glColor3f(1, 1, 1);
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex3f(0, 0, 0);
glTexCoord2f(1, 0);
glVertex3f(500, 0, 0);
glTexCoord2f(1, 1);
glVertex3f(500, 500, 0);
glTexCoord2f(0, 1);
glVertex3f(0, 500, 0);
glEnd();