On Wed, 4 Apr 2012, James Turner wrote:

> Guessing that writing to a 'varying' might be the issue, I made a temporary:
>
>       vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal;
>       gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 );
>
> And now everything looks good! The intermediate buffers, the shadows, yes.

One thing: I think ecNormal should be normalized before use - IIRC the 
interpolation between the vertex shader output and the input to individual 
fragments might change the length of the normal (since it typically is 
linear in each dimension).

Cheers,

Anders
-- 
---------------------------------------------------------------------------
Anders Gidenstam
WWW: http://gitorious.org/anders-hangar
      http://www.gidenstam.org/FlightGear/

------------------------------------------------------------------------------
Better than sec? Nothing is better than sec when it comes to
monitoring Big Data applications. Try Boundary one-second 
resolution app monitoring today. Free.
http://p.sf.net/sfu/Boundary-dev2dev
_______________________________________________
Flightgear-devel mailing list
Flightgear-devel@lists.sourceforge.net
https://lists.sourceforge.net/lists/listinfo/flightgear-devel

Reply via email to