Hi Johan,

I had the same problem when exporting "shader decorated" scene graphs. My solution was to run a visitor prior to saving which will save the shader and replacing the programs (and now the shader defines too) with a UserData entry. When loading the scene graph I replace the UserData with the shaders again. Maybe there is a more elegant solution, but this worked pretty well for me (as there is no support for shader define serialization yet)

Cheers
Sebastian
Hi Sebastian,


You could run a visitor and export them yourself prior to the export.
Yes but the exported database will still have it’s shaders accessed internally, 
as far as I know only .osg can load external shaders but the .osg unfortunately 
don’t support Texture2DArray. The purpose of have the shaders separated from 
the database is to be able to tweek the shader code without regenerating the 
database.

Cheers,
Johan

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