OpenGL GLSL Binding Sampler for Fragment Shader
I am hoping to implement a shader on a 2D OpenGL application. My plan is to render a scene to a framebuffer object, and then render that framebuffer object to the screen using a shader. Here is the scene, which I have drawn to a framebuffer object, and then to the screen from there. Using the arrow keys makes the moon move around (I am quite proud of it!) However, when I try to render the framebuffer object to the screen using my shader program, I get this: It is very sad. This fragment shader is one which I got from a tutorial , and I'm sure the problem has to be with the Uniform Variables.