hybr wrote:
> In gles 2.0 shaders dont have builtins like gl_MultiTexCoord gl_Color
> gl_FrontColor\gl_BackColor gl_TexCoord gl_FragColor etc, and ftransform too.
> Check gles 2.0 spec.
> Use your own varyings and attributes, use your own output from fragment
> shader(and dont forget to bind stuff in osg::Program).
>
> Cheers.
>
> 07.08.2012, 19:20, "John Moore" <>:
>
> > 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
> >
> > _______________________________________________
> > osg-users mailing list
> >
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >
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>
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> ------------------
> Post generated by Mail2Forum
This is not completely true because I wrote some simple shaders for texture
mapping (without bump mapping) and they are working. I don't know precisely how
it works but it seems openscenegraph is able to map these variables such as
gl_ModelViewProjectionMatrix, gl_Vertex, gl_Normal, gl_MultiTexCoord0 to
openscenegraph built in variables like osg_ModelViewProjectionMatrix,
osg_Vertex, osg_Normal, osg_MultiTexCoord0.
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49197#49197
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