mirro wrote: > Hi, > > //There seems to be a texture coordinate error... > > > Code: > > _eftManager->getPassStateSet(pid)->setAttributeAndModes(loadProgram( > "varying vec3 vLocalVertex;\n" > "varying vec4 TextureCoord0;\n" > > "void main()\n" > "{\n" > " vLocalVertex = gl_Vertex;\n" > " TextureCoord0 = gl_TextureMatrix[0] * > gl_MultiTexCoord0;\n" > " gl_Position = ftransform();\n" > "}\n" > "\n" > , > "uniform sampler2D default_map;\n" > "varying vec4 TextureCoord0;\n" > "varying vec3 vLocalVertex;\n" > "uniform float hdrExposure;\n" > "uniform float hdrGamma;\n" > > "vec3 decodeRGBE(vec4 rgba) \n" > "{ \n" > " float f = pow(2.0, rgba.a * 255.0 - (128.0 + 8.0)); > \n" > " return rgba.rgb * 255.0 * f; \n" > "} \n" > > "vec3 toneMapHDR(vec3 rgb) \n" > "{ \n" > " return pow(rgb * 1.0, 1.0 / vec3(2.2));\n" > "} \n" > > "vec4 textureSphere(sampler2D texture,vec3 n) \n" > "{ \n" > " const float PI = 3.14159;\n" > " float yaw = acos(n.y) / PI;\n" > " float pitch = (atan(n.x, n.z) + PI) / (2.0 * > PI);\n" > " return texture2D(texture, vec2(pitch, yaw));\n" > "} \n" > > "void main()\n" > "{\n" > " vec3 normal = > normalize(vLocalVertex.xyz);\n" > " vec3 c = > toneMapHDR(decodeRGBE(textureSphere(default_map, normal)));\n" > " gl_FragColor = vec4(c, 1.0);\n" > "}\n" > "\n" > ), osg::StateAttribute::ON | osg::StateAttribute::OVERRIDE); > > > > > Thank you! > > Cheers, > Mirro
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