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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