Umm... No?
Aren't you supposed to pass the id of the texture unit, that has the texture binded, to use as sampler2D object in the shader, not the texture itself?
I tried that too and it doesn't work any better...
Any chance that you could post some kind of simple example using the shaders ie. a complete program? So that I could compare it to my code and see what's the difference and where it goes wrong...
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