Hi Hui, I am not sure but try to use same gl_TexCoord[0].st for all texture2D operation. I mean use gl_TexCoord[0].st again instead of gl_TexCoord[1].st
Or try to put 0.5 instead of basetexel.r. Maybe basetexel.r value always approximates to 1.0 and then you can't see the mixed texture. HTH Umit Uzun 2008/10/24 hui <[EMAIL PROTECTED]> > Hi, > > I assign two geometry (same vertex) with two texture and want to blend them > by glsl. The problem is even I get the texture sampler and use function mix > to mix them, Then still cannot be blended together. > as: > "uniform sampler2D baseTexture;\n" > "uniform sampler2D shadowTexture;\n" > "void main(void)\n" > "{\n" > " vec3 ct;\n" > " vec3 basetexel, texel, color;\n" > " basetexel = vec3(texture2D(baseTexture,gl_TexCoord[0].st).r);\n" > " texel = texture2D(shadowTexture,gl_TexCoord[1].st).rgb;\n" > " color = mix(texel, basetexel, basetexel.r);\n" > " gl_FragColor = vec4(color, 1.0);\n" > "}\n" > > Thanks for any help. > > Hui > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >
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