From jit.gl.texture to gl_Position problem

Pis Pas's icon

For some reason I need to sample my vertex points with jit.gl.texture for further processing in my shader.
But when I assign my vertexTexture.xyz to gl_Position in my vertex shader I get wrong coords.
It seems that there is a constant in a plane or that I'm missing something.

This what I'm trying;

texdim0 = vec2 (abs(gl_TextureMatrix[0][0][0]),abs(gl_TextureMatrix[0][1][1]));
    texcoord1 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord1);

    vertexID = gl_VertexID;
    dmap = texture2DRect(tex1, texcoord1);

    gl_Position = dmap;

I can provide an example if needed but I guess that I'm missing something obvious here.
Any help will be much appreciated!

Rob Ramirez's icon

i think you have to use texture2D / sampler2D in the vertex program (at least that's the way i got it working, but maybe i'm missing something). this means you need to set @recangle 0 on your jit.gl.texture (or use the "sendoutput / sendinput rectangle 0" message to jit.gl.slab / pix.

post your patch if you can't get it working.

Pis Pas's icon

thanks Rob, got it working now with sampler2DRect. It works if you define the texcoords thru the array input of jit.gl.mesh.