Hi. Currently I have a forward pass fragment shader ( https://github.com/OGStudio/editor/blob/master/pipeline/pass1.frag ) with uniforms "useNormalMap", "useGlowMap" which define if certain draw buffers should be filled with bumps and glows. I provide those uniforms with NODE->getOrCreateStateSet()->addUniform(), it works perfectly fine.
I also have a deferred pass fragment shader ( https://github.com/OGStudio/editor/blob/master/pipeline/pass2.frag ) with uniforms that I provide with PASS->getOrCreateStateSet()->addUniform(), it works perfectly fine. Now I tried to provide a new uniform to the deferred pass fragment shader with NODE->getOrCreateStateSet()->addUniform(), and it does not work. Only PASS approach works for the deferred pass fragment shader. Is it possible to pass uniform value from the NODE's StateSet to the deferred pass fragment shader? Am I missing something? Thanks.
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