Hi,
I'm trying to get this shader to work:
Code:
#vertex
void main( void )
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}
#fragment
#extension GL_ARB_texture_rectangle : enable
uniform sampler2DRect colorTexture;
const float alphaValue = 0.05; //The alpha value that indicates the part that
will be visible. else gl_FragColor = vec4(0.0)
void main( void )
{
vec4 color = texture2DRect(colorTexture, gl_TexCoord[0].st);
if(color.a == alphaValue)
{
gl_FragColor = vec4(1.0,0.0,0.0,1.0);
}
else
gl_FragColor = vec4(0.0);
}
This shader is just the first pass (RTT camera pass) of what I intend to do. I
am trying to implement a certain kind of shader into the scene. I am trying to
isolate the part that the shader will work on by getting the alpha channel. If
alpha channel = 0.05 then it will be rendered to a texture, if not then it will
just be black. I've got lots of .ive models with the textures of 1.0 alpha and
0.05 alpha. However what I'm getting is just a blank black screen. I was
thinking that maybe one of osgOcean's shader screwed up the alpha values or so.
Can anybody help me with this please? Thanks a lot in advance.
Thank you!
Cheers,
Bawenang
------------------------
"There's no place like 127.0.0.1"
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41811#41811
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