Hi to all, i'm trying to visualize the "depth field" effect in my osg application, using shader (vertex and fragment) from this link http://devmaster.net/posts/3021/shader-effects-depth-of-field
The vertex program, requires as uniform the following : uniform mat4 ProjectionMatrix; uniform mat4 ViewMatrix; uniform mat4 ModelMatrix; uniform vec3 ModelScale; So, in my osg application, i suppose to pass : myProgram->addShader(mVertexShader.get()); myProgram->addShader(mFragShader.get()); mStateset = mMyModel3D->getOrCreateStateSet(); mStateset->setTextureAttributeAndModes(new osg::Uniform( "ProjectionMatrix", myCamera->getProjectionMatrix() )); mStateset->setTextureAttributeAndModes( new osg::Uniform("ViewMatrix", myCamera->getViewMatrix() )); mStateset->setAttributeAndModes(mProgram.get()); ... Does it correct? How can i pass also mat4 ModelMatrix and vec3 ModelScale? mStateset->addUniform( new osg::Uniform("ModelMatrix",??? ) ); mStateset->addUniform( new osg::Uniform("ModelScale", myMatrixTransformObject->getMatrix().getScale() ) ); // ??? Thank you! Cheers, Andrea ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=52819#52819 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org