I apologize in advance on this, because this question may be partially due
to the fact that I am just beginning to work on GLSL shaders, and am not
well versed.
Can a shader be expected to work outside of another shader? I was working on
a qtz with a vertex shader, and placed that inside of the image map example
from the Developer Quartz Composition GLSL examples. Instead of getting the
metallic shine, I get a grayish output. If I remove the vertex shader level,
it works appropriately (of course).

I also put used the mandlebrot instead of the image map, and had the same
visual result. Is this a limitation of GLSL, or QC? Is it more appropriate
to have everything written into "one" shader, and is layering (for lack of a
better term) just impossible? I am sure I have asked some pretty rookie
questions here.

Best regards,
George Toledo
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