never mind .. blind me.. It is commented out .. Please ignore Nick
On Sun, Feb 1, 2015 at 3:21 PM, Trajce Nikolov NICK < trajce.nikolov.n...@gmail.com> wrote: > Hi Community, > > I am seeing in the default fragment shader (snippet bellow) that a fog is > used into account but for some reason I can not make it work. Any hints for > the Fog settings? > > Thanks a lot > > #if FRAGMENT_SHADERS_ONLY > _mainFragmentShader = new osg::Shader( osg::Shader::FRAGMENT, > " // following expressions are auto modified - do not change > them: \n" > " // gl_TexCoord[0] 0 - can be subsituted with other > index \n" > > " \n" > "float DynamicShadow( > ); \n" > > " \n" > "uniform sampler2D > baseTexture; \n" > > " \n" > "void > main(void) \n" > > "{ \n" > " vec4 colorAmbientEmissive = > gl_FrontLightModelProduct.sceneColor; \n" > // " // Add ambient from Light of index = > 0 \n" > // " colorAmbientEmissive += > gl_FrontLightProduct[0].ambient; \n" > " vec4 color = texture2D( baseTexture, gl_TexCoord[0].xy > ); \n" > " color *= mix( colorAmbientEmissive, gl_Color, DynamicShadow() > ); \n" > #if DISPLAY_SHADOW_TEXEL_TO_PIXEL_ERROR > " color.xy = abs( dFdy( gl_TexCoord[1].xy / gl_TexCoord[1].w ) )* > 1024.0; \n" > " color.z = color.y; \n" > " color.x = color.z; \n" > " color.y = color.z; \n" > " color.a = 1.0; \n" > #endif > // " float fog = clamp((gl_Fog.end - gl_FogFragCoord)*gl_Fog.scale, > 0.,1.);\n" > // " color.rgb = mix( gl_Fog.color.rgb, color.rgb, fog > ); \n" > " gl_FragColor = > color; \n" > "} \n" ); > > -- > trajce nikolov nick > -- trajce nikolov nick
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