# GLSL Shader on 3D Ring not working

**URL:** <https://discourse.processing.org/t/glsl-shader-on-3d-ring-not-working/7757>\
**Category:** Coding Questions\
**Created:** [January 23, 2019, 8:57am UTC](https://discourse.processing.org/t/glsl-shader-on-3d-ring-not-working/7757 "2019-01-23T08:57:27Z")\
**Posts on this page:** 1\
**Showing post:** 12

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**Author:** ![hamoid](https://yyz2.discourse-cdn.com/flex036/user_avatar/discourse.processing.org/hamoid/32/58_2.png) [@hamoid](https://discourse.processing.org/u/hamoid)\
**Post date:** [January 28, 2019, 9:09am UTC](https://discourse.processing.org/t/glsl-shader-on-3d-ring-not-working/7757/12 "2019-01-28T09:09:07Z")

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Did you update the shaders to work with Processing? The uniform names are different in every platform (like ShaderToy, shdr, Procesing, openFrameworks, etc). So you can’t unfortunately copy paste the shaders from shdr to Processing.

Here are the [default Processing shaders](https://github.com/processing/processing/tree/master/core/src/processing/opengl/shaders) so you can look up the attributes and uniforms.

If you want the texture to be attached to the object, you should pass the position to the fragment shader without multiplying it by any matrix, so it uses the objects coordinates. Like [here](http://shdr.bkcore.com/#1/lVJNb4MwDP0rFifoGIW2O6zV1MOk3TbttMuYJgahTQUJSgLrh/rfZ5JAP9ZK24EQx8/P9rN3TsbTuiRMSWf67lSCpFRSzmBJF8sK8oInahazmDWJ2FC2gIakY8hfuaQKYbMLjl9vL1yUSWFYSDoCRQvi6ptUn5T5JgtsOS/R9GK2ixmAIKoWDHKRpMrVQBj0GCTbt3wxM7FVohQR7ITV3OmWHJFaEx601w2DO+/Wvg3QmLWY9tOxdYM4WXKullKRyrVA3/5vLEUYhpHn66ReT6Bj8Rj8mUAbURBiQadUVoi6CdYDPDaH3htOMygTytyuP9s/5m4nEaw3MxgOYZTNgXEF42yuRWj9eghS+RHm9477HkPKCy6MRGO3Uxahttx7z/P0MAEWxeeTSBaPh4CJq6P9yLDuHf/qTiGxoF+1IiZrdVipMw/r9qdmNMc7tqy61+cEoetT3wRKnpHijZLvy+5K8BVJ22S9/8rG/mvrLw3EUqE4pl6cvHtcOS6IMc0MWgVbJRB/1gMCtbydTD5E3eD6ujCq0lPf9u/mqataT+wYfSYEJql0K3vnw3d0Bc7U/OVQcVHLYCWd/Q8=).

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