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Home/ Questions/Q 6543205
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T11:19:08+00:00 2026-05-25T11:19:08+00:00

I’m quite a bit confused about framebuffers. What I want to do is using

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I’m quite a bit confused about framebuffers. What I want to do is using a framebuffer with multiple textures attached, fill every texture and then use a shader to combine (blend) all textures to create a new output. Sounds easy? yeah that’s what I thought too, but I don’t understand it.

How can I pass the currently binded texture to a shader?

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  1. Editorial Team
    Editorial Team
    2026-05-25T11:19:09+00:00Added an answer on May 25, 2026 at 11:19 am

    What you need is to put the texture in a specific slot, then use a sampler to read from it. In your app:

    GLuint frameBuffer;
    glGenFramebuffersEXT(1, &frameBuffer); //Create a frame buffer
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBuffer); //Bind it so we draw to it
    glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, yourTexture, 0); //Attach yourTexture so drawing goes into it
    
    //Draw here and it'll go into yourTexture.
    
    glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); //Unbind the framebuffer so that you can draw normally again
    
    //Here we put the texture in slot 1.
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, yourTexture);
    glActiveTexture(GL_TEXTURE0); //Don't forget to go back to GL_TEXTURE0 if you're going to do more drawing later
    
    //Now we tell your shader where to look.
    GLint var = glGetUniformLocationARB(yourShaderProgram, "yourSampler");
    glUniform1i(var, 1); //We use 1 here because we used GL_TEXTURE1 to bind our texture
    

    And in your fragment shader:

    uniform sampler2D yourSampler;
    
    void main()
    {
        gl_FragColor = texture2D(yourSampler, whateverCoordinatesYouWant);
    }
    

    You can use this with GL_TEXTURE2 and so on to access even more textures in your shader.

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