Is there any way I can do multi-texturing in a shader, but still have the parameters effect per-texture unit?
Here’s my code so far, if this isn’t possible, then I don’t mind hard-coding a linear interpolation filter in the shader code itself by uniforms.
setParametei(this.getTarget(), GL11.GL_TEXTURE_MAG_FILTER, filter);
setParametei(this.getTarget(), GL11.GL_TEXTURE_MIN_FILTER, filter);
setParametei(this.getTarget(), GL11.GL_TEXTURE_WRAP_S, clamp);
setParametei(this.getTarget(), GL11.GL_TEXTURE_WRAP_T, clamp);
GL13.glActiveTexture(GL13.GL_TEXTURE0 + unit);
GL11.glBindTexture(target, textureID);