> I don't know what is needed to launch it in Rembrandt. A Rembrandt material shader (one that is bound to scene geometry) is structured this way (Fragment shader) :
void encode_gbuffer(vec3 normal, vec3 color, int mId, float specular, float shininess, float emission, float depth); main() { // Compute normal, // albedo (without light or fog or scene ambient), // specular luminance (or luminance of specular color), // shininess, // emission luminance, // depth of fragment in eye space in range [0..1] // set a material Id (1 : default, 254: water, 255: model ubershader) // other values for material Id should be taken care in sunlight shader and light shaders #ifdef REMBRANDT // call encode_gbuffer encode_gbuffer(normal, albedo, materialId, specular, shininess, emission, depth); // no light or fog computation #else // compute gl_FragColor from material properties already computed // and light sources gl_FragColor = ... ; #endif } Effects should test /sim/rendering/rembrandt/enabled in their predicate Regards, -Fred ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Flightgear-devel mailing list Flightgear-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/flightgear-devel