Hi, I am working on an application that has to work both on regular Ubuntu environment and on Android. So I have written a couple of shaders in order to comply with GLES2 specs. The problem is, with regular OpenGL profile on Ubuntu, the same shader is not working properly: the osg_MultiTexCoord0 seems to not be working, while gl_MultiTexCoord0 works (but obviously noton GLES2 of course).
Here is my vertex shader: Code: attribute vec4 osg_Vertex; uniform mat4 osg_ModelViewProjectionMatrix; attribute vec4 osg_MultiTexCoord0; varying vec4 texCoord; void main(void) { gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex; texCoord = osg_MultiTexCoord0; } The fragment shader is just applying the texture thanks to the texCoord variable. So on GLES2 this vertex shader works properly, but on OpenGL 2 I have to replace osg_MultiTexCoord0 by the old gl_MultiTexCoord0 in order to make it work. I have tried with OSG 3.2 (as apt packages on Ubuntu), 3.4 and 3.5 as sources, and I always get the same results. I have applied setUseModelViewAndProjectionUniforms(true) on my graphics context state to enable osg_* matrices. Is there a possibility to also enable other osg_* variables ? Thank you! Cheers, Pierre-Jean ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66255#66255 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org