Thanks for this precision.

Sorry I try to make a simple example to explain you my problem it's probably
not the best but my real shader is not like that, it doesn't use global
variable but it's the same principle. I put some value in my fragData[] in
relation with the depth value, and i access to the next depth layer where I
put other value and I would like the maxBlending result between this
different colors.



2010/1/7 J.P. Delport <jpdelp...@csir.co.za>

> Hi,
>
>
> clement vidal wrote:
>
>> Thanks for the link, i will look at this.
>>
>> But for the shader example I gave you I think that it do the first
>> treatment for the  first pixel then it peel the first layer and do the
>> second treatment for the second depth layer, but maybe I wrong.
>>
> Like you wrote it (I'm assuming no uniforms), the code would always execute
> as if i=0. There is no global state in the fragment programs, your code
> would execute separately for every pixel.
>
>
>
>> The code of osgoit is it available somewhere?
>>
> check here in the thread attachment:
>
> http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6263/focus=6269
>
> jp
>
>
>>
>> 2010/1/7 J.P. Delport <jpdelp...@csir.co.za <mailto:jpdelp...@csir.co.za
>> >>
>>
>>    Hi,
>>
>>
>>    clement vidal wrote:
>>
>>        Thanks for your help.
>>
>>        But the solution that you gave me it's not really what I want to
>>        do. The simple example i gave you it's just to explain what kind
>>        of result I need. Actually I'm trying to implement a Dual Depth
>>        Peeling based on the Nvidia Paper and it use this kind of
>>        blending. For example in my shader if I do that:
>>
>>        int i=0;
>>
>>        void main()
>>        {
>>           if(i=0)
>>           {
>>              gl_FragData[0 = vec4(1.0,0.0,0.0,1.0);
>>
>>             i=1;
>>             return;
>>          }
>>          gl_FragData[0] = vec4(0.0,1.0,0.0,1.0);
>>        }
>>
>>        I would like have yellow in my texture for now I have green.
>>        Here again it's just an example, but that's why i would like to
>>        use a blend equation, it's the same problem as the other example
>>        I gave you I would like do a MAX blending between the value
>>        previously in the texture and the new value.
>>
>>        Have you an idea how to do that?
>>
>>
>>    Well your shader only executes once... so AFAIK you can only write
>>    once to the frame buffer in a render pass.
>>
>>    If you want colours to blend with previous ones you first have to
>>    create the previous ones, so you will need multiple passes.
>>
>>    Maybe also see here for inspiration:
>>    http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6263/
>>
>>    jp
>>
>>
>>
>>        2010/1/7 J.P. Delport <jpdelp...@csir.co.za
>>        <mailto:jpdelp...@csir.co.za> <mailto:jpdelp...@csir.co.za
>>        <mailto:jpdelp...@csir.co.za>>>
>>
>>           Hi Clement,
>>
>>
>>           clement vidal wrote:
>>
>>               Hi JP
>>
>>               For now I Initialize a texture with the value A, in the
>>        shader I
>>               put the value B and I would like to have a the end in the
>>               texture the max blending between the value A and B.
>>
>>               Lets do an example:
>>
>>               I create an texture Tex initialized with color red (1,0,0,1)
>>
>>               I attach my texture to a camera
>>               Camera->attach(osg::Camera::COLOR_BUFFER0, Tex);
>>
>>               I use a shader witch do this treatment: gl_FragData[0] =
>>               vec4(0.0,1.0,0.0,1.0);
>>
>>               And I would like have a yellow (1.0,1.0,0.0,1.0) texture
>>        at the
>>               end of the treatment.
>>
>>               For now using an osg::BlendEquation with RGBA_MAX blending,
>> I
>>               have if I define a clearColor to my camera the blending
>>        between
>>               this clearColor and the color use in the shader. I think
>>        this is
>>               normal because the blendEquation define how the blending is
>>               doing between the color previously in the frame buffer
>>        and the
>>               added color. But it's not what i want I would like to
>>        have the
>>               blending between the color previously in the texture and the
>>               added color.
>>
>>
>>           OK I think I understand better now. To use your texture as
>>        input (in
>>           order to kind of make it the background (as you have working
>> with
>>           clearcolour)) you will have to map it onto a quad (screen/camera
>>           projection aligned) [1]. Then you make your camera look at
>>        this quad
>>           and the fragment shader would then blend with the texture in the
>>           frame buffer. Reading from and writing to the same texture can
>>           sometimes give problems, so you might have to make a copy for
>> the
>>           output (ping-pong, see osggameoflife).
>>
>>           I'm also not sure why you want to use blending, do you have some
>>           special algorithm that needs it? If you have an initial
>>        texture with
>>           input values, you can just sample it in your shader and
>>        modify the
>>           value yourself (based on maths, input uniforms or other
>> textures)
>>           and put it into the final texture.
>>
>>           [1] Attachments to the camera are outputs, textures bound to
>>           geometry are used as inputs for RTT.
>>
>>           cheers
>>           jp
>>
>>
>>
>>
>>               Thanks for your help
>>
>>               Clement
>>
>>               2010/1/7 J.P. Delport <jpdelp...@csir.co.za
>>        <mailto:jpdelp...@csir.co.za>
>>               <mailto:jpdelp...@csir.co.za
>>        <mailto:jpdelp...@csir.co.za>> <mailto:jpdelp...@csir.co.za
>>
>>        <mailto:jpdelp...@csir.co.za>
>>
>>               <mailto:jpdelp...@csir.co.za <mailto:jpdelp...@csir.co.za
>> >>>>
>>
>>
>>
>>                  Hi Clement,
>>
>>                  could you explain a bit more what you expect and what
>>        you are
>>                  getting? Do you want to blend between the different
>>        textures
>>               (AFAIK
>>                  you cannot do this unless you do another pass)? Are
>>        you expecting
>>                  max, but getting average?
>>
>>                  jp
>>
>>                  clement vidal wrote:
>>
>>
>>                      Hi,
>>
>>                      I have a problem with BlendEquations and shaders.
>>        That is the
>>                      situation:
>>
>>                      I attach several textures to my camera using
>>        COLOR_BUFFER0,
>>                      COLOR_BUFFER1, ...
>>                      I use a shader to make the rendering into this
>>        textures.
>>
>>                      There is some values in this textures and i would
>>        like to
>>               use a
>>                      max blending between the value wich are already in
>>        and the
>>                      values i affect in the shader.
>>
>>                      When I define an osg::BlendEquation with RGBA_MAX
>>        blending, i
>>                      have the blend result between the value in the
>>        frame buffer
>>                      (background color or ClearColor ) and the value in
>> the
>>               shader.
>>
>>                      What I do wrong? Somebody have a idea?
>>
>>                      Thanks for helping
>>
>>
>>
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