I am writing a deferred shader and as one of the first steps, to get familiar with GLSL and using shaders and the framebuffer I am trying to change the color of a mesh through a shader.
I have it linked to one of the buffers by calling glDrawBuffers with an array that holds the attachement and then binding the texture to my framebuffer:
glReadBuffer(GL_NONE);
GLint color_loc = glGetFragDataLocation(pass_prog,"out_Color");
GLenum draws [1];
draws[color_loc] = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, draws);
glBindTexture(GL_TEXTURE_2D, diffuseTexture);
glFramebufferTexture(GL_FRAMEBUFFER, draws[color_loc], diffuseTexture, 0);
i have an out_Color variable in my fragment shader (otherwise it wouldn't even compile), but I can't manage to change the color of the mesh by setting it through that variable inside the shader.
Does anyone has any idea why and could explain that to me?
Thanks