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
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