I get flat black instead of texture. I have suspicions, that's something to do with uv, but it's just wild guess.
Lua code (i disable shaders by setting *.ShaderSet to "-1" and unregistering event):local shaderHP = shaderCompile(Shaders.high_pass.Compiled)
function shaderHPLoop() graphics.shaderUniform(shaderHP,"_t_mountains", "vispath:mountains.png")end
function highPassShader() Scenes["001-001_scene"].ShaderSet = shaderHP Objects.kittan.ShaderSet = shaderHP registerEventHandler("mainLoop", "shaderHPLoop")endAnd fragment shader (i ommited everything, that's irrelevant):varying vec2 uvVarying;uniform sampler2D _t_mountains;void main (){vec4 mountains = texture2D (_t_mountains, uvVarying); gl_FragColor = vec4(mountains.r,.3,.4, 1.0); // f.e. red channel is flat black}VS5.b1188, texture file path is correct (mentioning, because no error like "nil" is generated if path is not correct, so easy to make a mistake here)