Hi,
I would like to add the computation of the z-depth value in the ray
traced volume shaders. I'm pretty new to raytracing on gpu, so forgive
me if this is a naive question!
I've tried to add this code in the fragment shader, just after the line
"gl_FragColor = color":
....
gl_FragColor = color;
vec4 inter = gl_ModelViewProjectionMatrix * vec4(texcoord,1);
gl_FragDepth = inter.z / inter.w;
return;
In theory my idea is to compute the position of the intersection with
the volume, and use the model view & projection transformation matrix to
get z buffer value computed. It looks good... but it's not right!
Does any one have an idea about what I'm doing wrong?
Thanks for any help,
Regards,
Yvon
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