Hi everybody!
I'm using osgShadow::ShadowMap on my scene.
Also I have written my own vertex and fragment shaders.
When coming to apply the shadow effect in the fragment shader I have to access
the shadow map.
The original shader uses just
shadow2DProj( osgShadow_shadowTexture, gl_TexCoord[1] )
to access the texture. Obviously gl_TexCoord[1] is calculated by the standard
gl pipeline shader.
Any quick hint, how I have to do the calculation in my vertex shader?
Many thanks in advance
- Werner -
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org