stuck on basic texture shader

Hey, here is my code adapted from imageLoaderExample, just slightly modified to accomodate (what should be) a simple passthrough texture shader. I only get a black rectangle, can someone tell me what I did wrong ?

testApp.cpp

  
#include "testApp.h"  
  
//--------------------------------------------------------------  
void testApp::setup(){  
	bikers.loadImage("images/bikers.jpg"); //Replaced it with something 512x512  
	gears.loadImage("images/gears.gif");  
	tdf.loadImage("images/tdf_1972_poster.jpg");  
  
	tdfSmall.loadImage("images/tdf_1972_poster.jpg");  
	tdfSmall.resize(tdfSmall.width / 4, tdfSmall.height / 4);  
	tdfSmall.setImageType(OF_IMAGE_GRAYSCALE);  
  
	transparency.loadImage("images/transparency.png");  
	bikeIcon.loadImage("images/bike_icon.png");  
	bikeIcon.setImageType(OF_IMAGE_GRAYSCALE);  
  
	myShader.load("textureShader");  
}  
  
//--------------------------------------------------------------  
void testApp::update(){  
	ofBackground(255);  
}  
  
//--------------------------------------------------------------  
void testApp::draw(){  
	ofSetColor(255);  
	  
    bikers.bind();  
    myShader.begin();  
        myShader.setUniformTexture("inputTexture", bikers.getTextureReference(), bikers.getTextureReference().getTextureData().textureID);  
        glBegin(GL_QUADS);  
            glTexCoord2f(0,0); glVertex3f(0,0,0);  
            glTexCoord2f(512,0); glVertex3f(512,0,0);  
            glTexCoord2f(512,512); glVertex3f(512,512,0);  
            glTexCoord2f(0,512); glVertex3f(0,512,0);  
        glEnd();  
	myShader.end();  
	bikers.unbind();  
  
}  

textureShader.frag

  
//#version 120  
#extension GL_ARB_texture_rectangle : enable  
  
varying vec2 texCoord;  
uniform sampler2D inputTexture;  
  
 void main()  
{  
  gl_FragColor = texture2D(inputTexture, texCoord);  
}  
  
  

textureShader.vert

  
#version 120  
  
varying vec2 texCoord;  
  
void main()  
{  
    texCoord = vec2(gl_MultiTexCoord0);  
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;  
}  
  

openFramewords uses ARB textures, which means you need to declare your sampler as:

  
uniform sampler2DRect inputTexture;   

or (less preferable) in your OF code call:

  
ofDisableArbTex();  

=== typos!