I want to do bump/normal/parallax mapping but for this purpose I need multitexturing - use 2 textures at a time - one for the color and one for the height map. But this task accomplishment appeared absurdly problematic.
I have the following code for the vertex shader:
#version 330 core
/* 0: in
* 1: out
* 2: uniform
*/
// 0: in
layout (location = 0) in vec3 v_vertexPos;
layout (location = 1) in vec2 v_vertexTexCoord;
// 1: out
out vec2 f_vertexTexCoord;
// 2: uniform
uniform mat4 vertexMvp = mat4( 1.0f );
void main()
{
f_vertexTexCoord = v_vertexTexCoord;
gl_Position = vertexMvp * vec4( v_vertexPos, 1.0f );
}
and the following for the fragment one:
#version 330 core
/* 0: in
* 1: out
* 2: uniform
*/
// 0: in
in vec2 f_vertexTexCoord;
// 1: out
layout (location = 0) out vec4 f_color;
// 2: uniform
uniform sampler2D cTex;
uniform sampler2D hTex;
// #define BUMP
void main()
{
vec4 colorVec = texture2D( cTex, f_vertexTexCoord );
#ifdef BUMP
vec4 bumpVec = texture2D( hTex, f_vertexTexCoord );
f_color = vec4( mix( bumpVec.rgb, colorVec.rgb, colorVec.a), 1.0 );
#else
f_color = texture2D( cTex, f_vertexTexCoord );
#endif
}
The shaders get compiled and attached to the shader program. The program is then linked and then used. The only reported active uniform variables by glGetActiveUniform are the vertex shader's uniform vertexMvp and the fragment one's cTex. hTex is not recognized and querying for its location the result is -1. The GL_ARB_multitexture OpenGL extension is supported by the graphics card ( supports OpenGL version up to 4.3 ).
Tested the simple multitexturing example provided here which has only fragment shader defined, using the stock vertex one. This example works like a charm.
Any suggestions?