It is very simple, really. All you need is to bind the sampler to some texture unit with glUniform1i
. So for your code sample, assuming the two uniform samplers:
uniform sampler2D DecalTex; // The texture (we'll bind to texture unit 0)
uniform sampler2D BumpTex; // The bump-map (we'll bind to texture unit 1)
In your initialization code:
// Get the uniform variables location. You've probably already done that before...
decalTexLocation = glGetUniformLocation(shader_program, "DecalTex");
bumpTexLocation = glGetUniformLocation(shader_program, "BumpTex");
// Then bind the uniform samplers to texture units:
glUseProgram(shader_program);
glUniform1i(decalTexLocation, 0);
glUniform1i(bumpTexLocation, 1);
OK, shader uniforms set, now we render. To do so, you will need the usual glBindTexture
plus glActiveTexture
:
glActiveTexture(GL_TEXTURE0 + 0); // Texture unit 0
glBindTexture(GL_TEXTURE_2D, decalTexHandle);
glActiveTexture(GL_TEXTURE0 + 1); // Texture unit 1
glBindTexture(GL_TEXTURE_2D, bumpHandle);
// Done! Now you render normally.
And in the shader, you will use the textures samplers just like you already do:
vec4 a = texture2D(DecalTex, tc);
vec4 b = texture2D(BumpTex, tc);
Note: For techniques like bump-mapping, you only need one set of texture coordinates, since the textures are the same, only containing different data. So you should probably pass texture coordinates as a vertex attribute.
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