I render normally a scene with its textures and shadow maps etc.., but When i use a different shader from the default shader and blend to the original result, one of the two textures i had at first only is retained one of the two textures I had previously, and shadows (shadowMap) which are bound on tetxure 1 are lost.
So can i have more than one textures in the blended image (glActiveTexture(GL_TEXTURE_0) and 1), or am i forced to lose one of them ?
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