Hi, No, GLSL uniform values can only be inputs to shaders; a uniform cannot be used to pass a value back as output from the shader to the app.
-- mew Markus Hein wrote: > Hi All, > > based on osgParametric-example i try to get a vertexshader to update a > Uniform from a sum of perVertex-operations. I tried to read the result > back into the application. While there is no problem to "feed" the > VertexShader with updated values from a UniformCallback, i can't update > a uniform inside a shader and use the value per frame in the > osg-application. > > Is it possible to assign/increment a Uniform-value inside of a > vertex-shader and read the result per frame in the osg-application? > Maybe there are some examples showing how to solve this ? > > Thanks for infos. > > Markus _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
