title: Passing textures to shader
body: <p>I've been trying to figure out how to send a texture to a shader but I can't figure it out. My code looks fine to me but my second texture is black.</p>
  
  <pre><code>void setShaders() {
  
      glEnable (GL_TEXTURE_2D);
      v2 = glCreateShader(GL_VERTEX_SHADER);
      f2 = glCreateShader(GL_FRAGMENT_SHADER);    
  
  
      load_shader(v2,"a.vert");
      load_shader(f2,"a.frag");
  
      glCompileShader(v2);
      glCompileShader(f2);
  
      p = glCreateProgram();
  
      glAttachShader(p,v2);
      glAttachShader(p,f2);
  
      GLubyte* textura=LoadImageToTexture("d.jpg");
      GLubyte* textura2=LoadImageToTexture("n.jpg");
  
      GLuint texturaID[2];
      glGenTextures(2, texturaID);
  
      glBindTexture(GL_TEXTURE_2D, texturaID[0]);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA, w, h, 0, GL_RGBA,GL_UNSIGNED_BYTE,(GLvoid*)textura );
  
  
      glBindTexture(GL_TEXTURE_2D, texturaID[1]);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      glTexImage2D(GL_TEXTURE_2D,1,GL_RGBA, w, h, 0, GL_RGBA,GL_UNSIGNED_BYTE,(GLvoid*)textura2 );
  
  
      glLinkProgram(p);
      glUseProgram(p);
      GLint baseImageLoc = glGetUniformLocation(p, "tex");
      GLint normImage = glGetUniformLocation(p, "norm");
      glUniform1i(baseImageLoc, 0);
      glUniform1i(normImage, 1);
  
      glActiveTexture(GL_TEXTURE0 + 0);
      glBindTexture(GL_TEXTURE_2D, texturaID[0]);
  
      glActiveTexture(GL_TEXTURE0 + 1);
      glBindTexture(GL_TEXTURE_2D, texturaID[1]);
  
  }
  </code></pre>
  
  <p>Shaders
      [vertex]  </p>
  
  <pre><code>void main()
  {
  
      gl_TexCoord[0] = gl_MultiTexCoord0;
      gl_Position = ftransform();
  }
  
  uniform sampler2D tex;
  uniform sampler2D norm;
  
  [fragment]
  void main()
  {
      vec4 color = texture2D(tex,gl_TexCoord[0].st);
      vec4 color2 = texture2D(norm,gl_TexCoord[0].st);
      gl_FragColor = color*color2;
  }
  </code></pre>
  
  <p><strong>EDIT</strong> here is the devil!!!</p>
  
  <pre><code>   glTexImage2D(GL_TEXTURE_2D,**1**,GL_RGBA, w, h, 0, GL_RGBA,GL_UNSIGNED_BYTE,(GLvoid*)textura2 );
  </code></pre>
  
  <p>Instead of <strong>1</strong> it should be 0.</p>