- int uniformLocation0 = -1;
- int uniformLocation1 = -1;
- // Set uniform variablen
- uniformLocation0 = glGetUniformLocationARB(shaderProgramHandlePass0, "tmpTex1");
- if(-1 == uniformLocation0) {
- std::cout << "Can't find tmpTex1 in Pass0" << std::endl;
- }
- glActiveTextureARB(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, tmpTex1);
- glUniform1iARB(uniformLocation0, 0);
- uniformLocation1 = glGetUniformLocationARB(shaderProgramHandlePass0, "tmpTex2");
- if(-1 == uniformLocation1) {
- std::cout << "Can't find tmpTex2 in Pass0" << std::endl;
- }
- glActiveTextureARB(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, tmpTex2);
- glUniform1iARB(uniformLocation1, 1);
- // Use shader
- glUseProgram(shaderProgramHandlePass0);
- glClearColor(0.0f, 0.0f, 0.3f, 1.0f);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- glMatrixMode(GL_MODELVIEW);
- glViewport(0, 0, 1024, 1024);
- glBegin(GL_QUADS);
- //glEnable(GL_TEXTURE_2D);
- glMultiTexCoord2f(GL_TEXTURE0, 0.0, 0.0);
- glMultiTexCoord2f(GL_TEXTURE1, 0.0, 0.0);
- glVertex2f(-1.7f, -1.7f);
- glMultiTexCoord2f(GL_TEXTURE0, 0.0, 1.0);
- glMultiTexCoord2f(GL_TEXTURE1, 0.0, 1.0);
- glVertex2f(-1.7f, 1.7f);
- glMultiTexCoord2f(GL_TEXTURE0, 1.0, 1.0);
- glMultiTexCoord2f(GL_TEXTURE1, 1.0, 1.0);
- glVertex2f(1.7f, 1.7f);
- glMultiTexCoord2f(GL_TEXTURE0, 1.0, 0.0);
- glMultiTexCoord2f(GL_TEXTURE1, 1.0, 0.0);
- glVertex2f(1.7f, -1.7f);
- //glDisable(GL_TEXTURE_2D);
- glEnd();
- //-----------------------------------------
- //glUseProgram(NULL);