Material shader for Texture

Feb 24, 2010 at 11:50am

Material shader for Texture

I would like to apply to a gl.mesh’s texture (it could be a videoplane texture too !) materials shader (,…)

I’ve tried to bind the texture and set sampler2DRect…
But I’m pretty newbie in gl.shader…

Any help would be pretty appreciated.



Feb 24, 2010 at 5:51pm

something like this?

< ![CDATA[
void main()
gl_FrontColor = gl_Color;
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();

< ![CDATA[
uniform sampler2DRect tex;

void main()
gl_FragColor = gl_Color * texture2DRect(tex, gl_TexCoord[0].xy);

Feb 25, 2010 at 7:47am

Thank you for your response;
If i use your code as a single shader, it gives nothing else than a back sea !

Is this more like a program that I would have to bind in the futures shaders ?


Feb 25, 2010 at 6:23pm

a few issues with the shader.
a single texture parameter should be bound to int 0, not int 1 (assuming you only have one texture bound).
second, for rectangular textures you’re going to want to multiply the texcoord by the gl_TextureMatrix before sending to the fragment shade.

here’s modified shader code and a simple test patch:

save as simple.jxs:

test patch

– Pasted Max Patch, click to expand. –
Feb 25, 2010 at 6:29pm

Good one rob!

Feb 28, 2010 at 7:26am

Is the previous example working with sampler2D?


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