| warning| void cinder::gl::VboMesh::buildVao(const cinder::gl::GlslProg*, const AttribGlslMap&)[500] Batch GlslProg expected an Attrib of USER_DEFINED, with name normal but vertex data doesn’t provide it.
|warning| void cinder::gl::VboMesh::buildVao(const cinder::gl::GlslProg*, const AttribGlslMap&)[500] Batch GlslProg expected an Attrib of USER_DEFINED, with name position but vertex data doesn’t provide it.
|warning| void cinder::gl::Batch::initVao(const AttributeMapping&)[84] VertexAttribArray at location 0 not enabled, this has performance implications.
|warning| void cinder::gl::GlslProg::logMissingUniform(const string&) const[1004] Unknown uniform: “perlins”
|warning| void cinder::gl::GlslProg::logMissingUniform(const string&) const[1004] Unknown uniform: “dnoise”
|warning| void cinder::gl::GlslProg::logMissingUniform(const string&) const[1004] Unknown uniform: “qnoise”
|warning| void cinder::gl::GlslProg::logMissingUniform(const string&) const[1004] Unknown uniform: “speed”
Yep shader variables are probably not mapping correctly. Either you have to bind them explicitly, or follow the naming convention that ci::gl expects. There is some details here, or you can check out the shaders in the samples/_opengl/ folder. Feel free to post your shaders here if you get stuck.