In this way it's using another shader that I did not write by myself and this 
shader is giving errors.

Code:


State::convertShaderSourceToOsgBuiltIns()
++Before Converted source 

void main()
{
  gl_Position = ftransform();
  gl_TexCoord[0] = gl_MultiTexCoord0;
  gl_FrontColor = gl_Color;
}

++++++++
-------- Converted source 
uniform mat4 osg_ModelViewProjectionMatrix;
attribute vec4 osg_MultiTexCoord0;
attribute vec4 osg_Color;
attribute vec4 osg_Vertex;

void main()
{
  gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;
  gl_TexCoord[0] = osg_MultiTexCoord0;
  gl_FrontColor = osg_Color;
}

----------------

Compiling VERTEX source:
    1: uniform mat4 osg_ModelViewProjectionMatrix;
    2: attribute vec4 osg_MultiTexCoord0;
    3: attribute vec4 osg_Color;
    4: attribute vec4 osg_Vertex;
    5: 
    6: void main()
    7: {
    8:   gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;
    9:   gl_TexCoord[0] = osg_MultiTexCoord0;
   10:   gl_FrontColor = osg_Color;
   11: }

VERTEX glCompileShader "" FAILED
VERTEX Shader "" infolog:
ERROR: 0:9: Use of undeclared identifier 'gl_TexCoord'
ERROR: 0:10: Use of undeclared identifier 'gl_FrontColor'


Compiling FRAGMENT source:
    1: uniform sampler2D diffuseMap;
    2: 
    3: void main()
    4: {
    5:   vec4 base = texture2D(diffuseMap, gl_TexCoord[0].st);
    6:   vec4 color = base;
    7:   color *= gl_Color;
    8:   gl_FragColor = color;
    9: }

FRAGMENT glCompileShader "" FAILED
FRAGMENT Shader "" infolog:
ERROR: 0:5: Use of undeclared identifier 'gl_TexCoord'
ERROR: 0:6: Use of undeclared identifier 'base'
ERROR: 0:7: Use of undeclared identifier 'color'
ERROR: 0:7: Use of undeclared identifier 'gl_Color'
ERROR: 0:8: Use of undeclared identifier 'color'

Linking osg::Program "" id=9 contextID=1
State's vertex attrib binding 2, osg_Color
State's vertex attrib binding 7, osg_FogCoord
State's vertex attrib binding 3, osg_MultiTexCoord0
State's vertex attrib binding 4, osg_MultiTexCoord1
State's vertex attrib binding 5, osg_MultiTexCoord2
State's vertex attrib binding 6, osg_MultiTexCoord3
State's vertex attrib binding 7, osg_MultiTexCoord4
State's vertex attrib binding 1, osg_Normal
State's vertex attrib binding 6, osg_SecondaryColor
State's vertex attrib binding 0, osg_Vertex
glLinkProgram "" FAILED
Program "" infolog:
ERROR: One or more attached shaders not successfully compiled



I think this is something built in in open scene graph.
Ho can I use only my shader?

Cheers,
John

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49193#49193





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