Hello Carsten,

On 30.11.2012 00:57, Carsten Neumann wrote:
>
> in my view the programming model with shaders changes quite a bit. Due
> to their flexibility shaders become more or less the entire rendering
> state and there is no modularity any more. Or rather there is no
> pre-determined modularity any more, it becomes the shader author's
> responsibility to decide how much/at what level modularity is needed and
> then write the code accordingly. That way you get to pick the sweet spot
> between flexibility and performance for your application - at the cost
> of being forced to pick it yourself ;) ;)
>
Yes
> One way to get some of that modularity back is to use an "Über-Shader",
> i.e. one that can handle all sorts of different rendering scenarios by
> executing parts of it conditionally.
> This can be achieved in different ways: for example by using the
> preprocessor, if() statements that test boolean uniforms or by writing a
> shader that calls a bunch of functions for different processing steps.
> These functions can be compiled separately and then linked together into
> the shader program.
>
This was my intention, actually.

>
> lighting and texturing is entirely up to the code of your shader, so it
> is entirely up to the author to pick a suitable way to control these.
Yes, I have known that from the Orange Book.

>
> Two geometries that use the same shader code can execute it with
> uniforms set to completely different values inside a single scene.
> Placing a ShaderProgramVariableChunk in a ChunkOverrideGroup can be used
> to achive that for branches of the scene.
That is exactly the information that I was missing. With that 
infrastructure in place I can imagine how to proceed. :)

Hello Alexander,

did you know about this ShaderProgramVariableChunk? And if so, where did 
you find the information. OpenSG is a complex piece of software and 
sometimes it took me a while to found my way through it.

Thank you both for taking the time to help me get running in this new 
shader world.

Best,
Johannes







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