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Texture Image not Showing in shader

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@WesHenrie wrote:

This is driving me a bit nuts but I cannot get a texture image to correctly pass into my shader. Everything else runs fine it just does not show the texture

Here is the call to the shader in my draw():
` img.bind();

shader.begin();

shader.setUniform1f("u_time", ofGetElapsedTimef());
shader.setUniform2f("u_resolution", ofGetWidth(), ofGetHeight());
shader.setUniform2f("u_mouse", mouseX, mouseY);
shader.setUniformTexture("u_text1", img.getTextureReference(), 1);

ofRect(0,0, ofGetWindowWidth(), ofGetWindowHeight());

shader.end();
img.unbind();`

The bits I have in the setup() are:
` img.loadImage("rock.jpg");
// img.getTextureReference().bind();
ofDisableArbTex();
ofDisableAlphaBlending();

And my shader header is:
`

#ifdef GL_ES
precision mediump float;
#endif

uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
#define PI 3.14159265359
uniform sampler2D u_text1;`

The part where i call my texture is:
`

	vec3 texSample 	= texture2D( u_text1, newUv ).rgb;
	float uOff		= ( texSample.g * brightness * 4.5 + time );
	vec2 starUV		= newUv + vec2( uOff, 0.0 );
	starSphere		= texture2D( u_text1, starUV ).rgb;`

The image texture just is not showing up it's very annoying and I can't figure out why. Is there something wrong in my code where i call the texture? I know that oF likes 2DRect however the image i'm using is 1024x1024 so figured regular 2d is appropriate here. If you want i can post the rest of my shader code, I built it off a shadertoy example

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