Indeed. Replacing order of sampler lookups ie swapping 2 first lines of shader 
gives different results as well. Looks like a Driver bug...  
I am using Windows 7 64 bit Ge Force driver 191.07. I am curious what will 
happen on ATI or XP drivers. 

Wojtek Lewandowski


From: Trajce Nikolov 
Sent: Sunday, January 24, 2010 11:39 AM
To: OpenSceneGraph Users 
Subject: Re: [osg-users] glsl mix


Hi Wojtek, 


when setting it like this I get the right results. When obtaing the values from 
textures, it doesnt.  I saw in the archive someone else had the same problem. 
And I know, it sound odd :). I am using mix in other shaders and there it works 
as well. But not in this case



Nick

http://www.linkedin.com/in/tnick
Sent from Ünalan, İstanbul, Turkey 


On Sun, Jan 24, 2010 at 11:42 AM, Wojciech Lewandowski <[email protected]> 
wrote:

  Nick,

  GLSL mix works on my GF280. And I bet it works right everywhere. I changed 
your code to

  " cube_color = vec3( 0,1,1 ); \n"
  " base_color = vec3( 1,0,0 ); \n"
  " gl_FragColor = vec4( mix(cube_color, base_color, reflect_factor).rgb,
  1.0); \n"

  and resulting sphere color is light gray as expected. I guess your problem 
must be somewhere else in your code...

  Wojtek





  From: Trajce Nikolov
  Sent: Saturday, January 23, 2010 11:42 PM
  To: OpenSceneGraph Users
  Subject: Re: [osg-users] glsl mix 



  Here is attached code ... Would really appreciate if some take couple of
  minutes to have a look


  Thanks a lot
  Nick

  http://www.linkedin.com/in/tnick
  Sent from Devlet, Ankara, Turkey


  On Sat, Jan 23, 2010 at 11:44 PM, Trajce Nikolov <[email protected]>
  wrote:

  I am also getting this warning
  Warning: detected OpenGL error 'invalid operation' at after
  RenderBin::draw(..)

  Nick

  http://www.linkedin.com/in/tnick
  Sent from Devlet, Ankara, Turkey


  On Sat, Jan 23, 2010 at 9:50 PM, Trajce Nikolov <[email protected]>
  wrote:

  Hi guys,


  this might sound stupid but., I am trying to mix two values in the fragment
  shader. Can not blend them together no mater what. I try "manual" blending,
  but still the results are as for only 1 and 0 blend factor. NOthing in
  between,


  Here is the shader. Any clue?


  "varying vec4 uv; \n" //
  "uniform sampler2D colorMap; \n" //
  "uniform samplerCube cubeMap; \n" //
  "const float reflect_factor = 0.5; \n" //
  "void main( void ) \n" //
  "{                                                                  \n" //
  " vec3 base_color = texture2D(colorMap, gl_TexCoord[0].xy).rgb; \n" //
  " vec3 cube_color = textureCube(cubeMap, uv.xyz).rgb; \n" //
  " gl_FragColor = vec4( mix(base_color, cube_color, reflect_factor), 1.0);
  \n" //
  "}


  Nick

  http://www.linkedin.com/in/tnick
  Sent from Devlet, Ankara, Turkey








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