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...