Hi All, I am playing RenderMonkey to create a caustics effect by morphing DiscoLighing sample. I have created something as expected and now I want to port this vertex and fragment shader to OSG. At that point RenderMonkey can automaticaly calculate Binormal and Tangent value and passes them vertex shader in
attribute vec3 rm_Tangent; attribute vec3 rm_Binormal; What can I do to pass this value to vertex shader on OSG? Best Regards. Umit Uzun
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