You need to put the texture in a specific slot, and then use the sampler to read from it. In your application:
GLuint frameBuffer;
glGenFramebuffersEXT(1, &frameBuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, yourTexture, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, yourTexture);
glActiveTexture(GL_TEXTURE0);
GLint var = glGetUniformLocationARB(yourShaderProgram, "yourSampler");
glUniform1i(var, 1);
And in your fragment shader:
uniform sampler2D yourSampler;
void main()
{
gl_FragColor = texture2D(yourSampler, whateverCoordinatesYouWant);
}
GL_TEXTURE2 .., .