I have a 2d texture that I loaded with
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, gs.width(), gs.height(), 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, gs.buffer());
where gs
is an object that with methods that return the proper types.
In the fragment shader I sample from the texture and attempt to use that as the alpha channel for the resultant color. If I use the sampled value for other channels in the output texture it produces what I would expect. Any value that I use for the alpha channel appears to be ignored, because it always draws Color
.
I am clearing the screen using:
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
Can anyone suggest what I might be doing wrong? I am getting an OpenGL 4.0 context with 8 red, 8 green, 8 blue, and 8 alpha bits.
Vertex Shader:
#version 150
in vec2 position;
in vec3 color;
in vec2 texcoord;
out vec3 Color;
out vec2 Texcoord;
void main()
{
Texcoord = texcoord;
Color = color;
gl_Position = vec4(position, 0.0, 1.0);
}
Fragment Shader:
#version 150
in vec3 Color;
in vec2 Texcoord;
out vec4 outColor;
uniform sampler2D tex;
void main()
{
float t = texture(tex, Texcoord);
outColor = vec4(Color, t);
}