Hi Christian,

It's unusually to use the frag coord as texture coordinate, one would
usually only use this for screen based texture coordinations.  Is this
what you intend?

Might I suggest you start with the OSG examples that all use
osg::Program/osg::Shader such as osgshaders, osgshaderterrain etc.  Do
a search through the OSG sources for relevant examples.

Robert.

On 15 May 2012 18:56, Christian Rumpf <[email protected]> wrote:
> Hello everyone!
>
> I just learned GLSL and image processing using different filter masks. Now I 
> want to implement this into my OSG-project, but my test object (a cow ^^) is 
> black, totally black.
>
> For the beginning I used the following code for fragment shader:
>
>
> Code:
>
> uniform sampler2D image;
>
> void main()
> {
>   gl_FragColor = texture2D(image, gl_FragCoord.xy);
> }
>
>
>
>
> glShaderCompiler said that this code is ok, no errors, but still my test 
> object is black.
>
> My Question:
> How do I uniform sampler2D which should be my realtime output image?
>
> lg Christian
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=47731#47731
>
>
>
>
>
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