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lang-cpp
GL_TEXTURE0is the default active texture unit, and 0 is the default value for uniform variables. So while it's good to make those calls to establish a pattern that will still work with multiple textures, omitting those parts shouldn't keep a simple example from running.glFragColor = vec4(outTexCoord, 0.0, 1.0)actually, now that I looked at that code, can you remove theout vec4 glTexColor;line from your fragment shader? I think this might prevent glFragColor to bind to the first output.glTexColor, but the window is still black. Am I just stupid for not being able to get this to work?