title: GLSL renders texture as black and blue
body: <p>I'm trying to render a texture with openGL and GLSL. The texture is supposed to be rendered on a floating cube.</p>
  
  <p>texture: <a href="http://imgur.com/Actqtx1" rel="nofollow">http://imgur.com/Actqtx1</a></p>
  
  <p>result: <a href="http://imgur.com/MXIOEvS" rel="nofollow">http://imgur.com/MXIOEvS</a></p>
  
  <p>The cube is a strange mix of blue and black. Even when I try other textures, the result is the same. In the screenshot above, I have rendered a plane using "fract(worldspace" to ensure that the shaders are working.</p>
  
  <p>It is apparent that the "color = texture(myTextureSampler, UV).rgb;" is producing the wrong color, but I do not know why. The texture coordinates and texture data appear to be read and buffered correctly.</p>
  
  <p>Has anyone seen this effect before? Does anyone know where my problem may lie? I can provide code snippets upon request.</p>