can't get GLSL to work

i tried the example from the manual and another examples from the forum
the console says that “vertex shader was successfully compiled to run on hardware”
but the object that i apply the shader to disappears
i’m using panda 1.8
win7_x64 & linux_x64
ATI HD 4810 with Catalyst 11.8

main.py

import sys
from panda3d.core import Shader 
import direct.directbase.DirectStart

base.setBackgroundColor(0.0, 0.0, 0.0)
base.disableMouse()

base.camLens.setNearFar(1.0, 50.0)
base.camLens.setFov(45.0)

camera.setPos(0.0, -20.0, 10.0)
camera.lookAt(0.0, 0.0, 0.0)

root = render.attachNewNode("Root")

modelCube = loader.loadModel("cube.egg")

cubes = []
for x in [-3.0, 0.0, 3.0]:
    cube = modelCube.copyTo(root)
    cube.setPos(x, 0.0, 0.0)
    cubes += [ cube ]


shader = Shader.load(Shader.SLGLSL, "v.glsl", "f.glsl") 

root.setShader(shader)

base.accept("escape", sys.exit)
base.accept("o", base.oobe)

def move(x, y, z):
    root.setX(root.getX() + x)
    root.setY(root.getY() + y)
    root.setZ(root.getZ() + z)

base.accept("d", move, [1.0, 0.0, 0.0])
base.accept("a", move, [-1.0, 0.0, 0.0])
base.accept("w", move, [0.0, 1.0, 0.0])
base.accept("s", move, [0.0, -1.0, 0.0])
base.accept("e", move, [0.0, 0.0, 1.0])
base.accept("q", move, [0.0, 0.0, -1.0])

run()

v.glsl

//SLGL

void main() {
  gl_Position = ftransform();
    //gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 
}

f.glsl

//SLGL
void main() {
  gl_FragColor = vec4(gl_Color.g, gl_Color.r, gl_Color.b, 1.0);
}

Hi, this is probably due to a bug in Panda.
Check this thread: [url]GLSL shader problem]

thank you very much :slight_smile:.