Hi Werener,
See VertexShader in StandardShadowMap. OpenGL Shading Languege (Orange Book)
contains a chapter on emulating fixed pipeline. And you may also try to use
3DLabs ShaderGen.
Wojtek Lewandowski
--------------------------------------------------
From: "Werner Modenbach" <[email protected]>
Sent: Monday, September 13, 2010 12:00 PM
To: <[email protected]>
Subject: [osg-users] Texture coordinate calculation in vertex shader
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 -
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