Hi David,

Btw. Shadow shaders are extremaly simple. Vertex shader simply performs texgen 
operation on stage 1 to produce shadow tex coords. Fragment shader simply 
performs texture from shadow map. So generally you may even hardcode these 
operation into your main shaders. 

In my company we use some sort of poor man virtualization of OSG GLSL program. 
At the top of hierarchy we use dummy Shadow shaders which implement nullop 
DynamicShader (vertex does nothing, fragment returns 1.0 as shadow term) . When 
Shadowing kicks in these, Shadow shaders are substituted with StandardShadowMap 
shaders and programs are automatilly rebuilt. That way we can fairly easily 
activate/ deactivate Shadowing based on user request. 
 
Cheers,
Wojtek
  ----- Original Message ----- 
  From: David Spilling 
  To: OpenSceneGraph Users 
  Sent: Friday, October 24, 2008 2:59 PM
  Subject: Re: [osg-users] Advice on interacting with osgShadow


  Wojtek,


    Just grab them from StandardShadowMap via getShadowVertexShader() &  
getShadowFragmentShader(). 

  Ah. I missed that. Perils of browsing source via the website, I guess...

  Thanks,

  David





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