Hi Fred,

I checked the specs: unsigned int is not part of the GLSL 1.20. It is GLSL 1.30.

Unfortunately I get on may MAC:
ERROR: 0:1: '' :  version '130' is not supported
if I try. ;-(

Appended a diff using "int", no error message and a screenshot for made with 
this path and map-size 4096

Screenshot at:
http://dl.dropbox.com/u/17221087/fgfs-screen-003.png

--- a/src/Main/CameraGroup.cxx
+++ b/src/Main/CameraGroup.cxx
@@ -919,11 +919,11 @@ const char *ssao_frag_src = ""
     "uniform float g_intensity;\n"
     "uniform float g_sample_rad;\n"
     "uniform float random_size;\n"
-    "uniform unsigned int osg_FrameNumber;\n"
+    "uniform int osg_FrameNumber;\n"
     "varying vec4 ray;\n"
     "const vec2 v[4] = 
vec2[](vec2(1.0,0.0),vec2(-1.0,0.0),vec2(0.0,1.0),vec2(0.0,-1.0));\n"
     "vec2 getRandom( in vec2 uv ) {\n"
-    "    unsigned int level = osg_FrameNumber - ((osg_FrameNumber / 64U) * 
64U);\n"
+    "    int level = osg_FrameNumber - ((osg_FrameNumber / 64) * 64);\n"
     "    return normalize( texture3D( noise_tex, vec3(uv*50.0, float(level) / 
64.0) ).xy * 0.14 - 0.07 );\n"
     "}\n"
     "vec3 getPosition(in vec2 uv, in vec2 uv0, in vec4 ray0) {\n"

Olaf


Am 07.03.2012 um 08:45 schrieb Frederic Bouvier:

> Hi Olaf,
> 
> maybe I can tell you from a screenshot. From memory, we need at least 
> GL_ARB_framebuffer_object and float_texture
> 
> I don't know what extension or declaration is required to have "unsigned int" 
> uniforms (osg_FrameNumber in src/Main/CameraGroup.cxx)
> 
> Regards,
> -Fred


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