I am learning to use multitexture on WebGL. I have the following shader code snippets:
uniform int flag;
uniform sampler2D texture0;
uniform sampler2D texture1;
varying vec2 v_texCoord;
void main()
{
vec2 texCoord = vec2(v_texCoord.s, 1.0 - v_texCoord.t);
vec4 texel0 = texture2D(texture0, texCoord);
vec4 texel1 = texture2D(texture1, texCoord);
if (1 == flag)
{
gl_FragColor = texel1;
} else
{
gl_FragColor = texel0;
}
}
Also, my JavaScript code snippets:
gl.uniform1i(gl.getUniformLocation(gl.program, "flag"), 1);
gl.uniform1i(gl.getUniformLocation(gl.program, "texture0"), 0); // Texture Unit 0
gl.uniform1i(gl.getUniformLocation(gl.program, "texture1"), 1); // Texture Unit 1
// Activate 2 textures
gl.enable(gl.TEXTURE_2D);
gl.activeTexture(gl.GL_TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, photoTexture0);
gl.activeTexture(gl.GL_TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, photoTexture1);
The photoTexture1 (texture1) displays black only on the screen. I can display the photoTexture0 (texture0) correctly. It seems that photoTexture1 (texture1) is not visible in the shader.
Since the above code does not work and I am new on this, I am wondering if I did something wrong and/or I misunderstand the concept how multitexture works.
Any help is appreciated. Thanks in advance for your help.
NOTE: Cross post on http://www.khronos.org/message_boards/viewtopic.php?f=43&t=3357&p=8858#p8858
I found and fixed the problem
I cut'n'paste the GL_TEXTURE0 from an example written in C language.