Original Post
Hello! I have 2 textures: a color map and a detail texture. Without GLSL I use a combiner function to combine these textures: Now I must do this combiner operation in a GLSL shader. Therefore I tried two things 1.) Multiply the color myp with the detail texture 2.) Add the detail texture to the color map. Both ways *work* but 1.) outputs a dark result and 2.) a to bright result. Can someone please give me hint how to fix this and/or how "GL_ADD_SIGNED_EXT" exactly works (formula)? Thank you,
glActiveTextureARB(GL_TEXTURE0_ARB);
// Bind color map
glActiveTextureARB(GL_TEXTURE1_ARB);
//Bind detail texture
glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD_SIGNED_EXT);