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