I'm trying to use multiple textures in expo, but for some reason whenever I try to bind more than one texture, even if the texture is unused in the shader, nothing renders to the screen.
Code that binds textures:
gl.useProgram(program);
gl.bindVertexArray(vao);
// Set texture sampler uniform
const TEXTURE_UNIT = 0;
const TEXTURE_UNIT2 = 1;
gl.uniform1i(uniformLocations.get('cameraTexture'), TEXTURE_UNIT);
gl.uniform1i(uniformLocations.get('segmentationTexture'), TEXTURE_UNIT2);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, cameraTexture);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, segmentationTexture);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, dims.width, dims.height);
gl.drawArrays(gl.TRIANGLES, 0, vertices.length / 2);
//console.log("draws")
gl.bindVertexArray(null);
gl.bindTexture(gl.TEXTURE_2D, null);
gl.useProgram(null);
Fragment shader:
#version 300 es
precision highp float;
uniform sampler2D cameraTexture;
uniform sampler2D segmentationTexture;
in vec2 uv;
out vec4 fragColor;
void main() {
fragColor = texture(cameraTexture, uv); //segmentationTexture.r *
}
Vertex Shader:
const horizontalScale = flipHorizontal ? -1 : 1;
return `#version 300 es
precision highp float;
in vec2 position;
in vec2 texCoords;
out vec2 uv;
void main() {
// Invert geometry to match the image orientation from the camera.
gl_Position = vec4(position * vec2(${horizontalScale}., -1.), 0, 1);
uv = texCoords;
}`
I have checked both textures by commenting out the code the binds the other texture, e.g.
const TEXTURE_UNIT = 0;
//const TEXTURE_UNIT2 = 1;
gl.uniform1i(uniformLocations.get('cameraTexture'), TEXTURE_UNIT);
//gl.uniform1i(uniformLocations.get('segmentationTexture'), TEXTURE_UNIT2);
gl.activeTexture(gl.TEXTURE0);
gl.bindTexture(gl.TEXTURE_2D, cameraTexture);
//gl.activeTexture(gl.TEXTURE1);
//gl.bindTexture(gl.TEXTURE_2D, segmentationTexture);
or
//const TEXTURE_UNIT = 0;
const TEXTURE_UNIT2 = 1;
//gl.uniform1i(uniformLocations.get('cameraTexture'), TEXTURE_UNIT);
gl.uniform1i(uniformLocations.get('segmentationTexture'), TEXTURE_UNIT2);
//gl.activeTexture(gl.TEXTURE0);
//gl.bindTexture(gl.TEXTURE_2D, cameraTexture);
gl.activeTexture(gl.TEXTURE1);
gl.bindTexture(gl.TEXTURE_2D, segmentationTexture);
and both render fine individually.
However, the act of trying to bind multiple textures, even though only one is used in frag shader, leaves me with only a black screen.