Thanks for your replying, Robert?
  I want to do the lighting in the first pass shader, and do the
anti-aliasing in the second pass, since the anti-aliasing pass need to
communicate with the neighbor pixels, so the anti-aliasing must be done in
another pass after all the lighting have been done.
  
  "GLSL can have multiple shaders making up a single vertex/fragment program
but this isn't multi-pass shaders.", how do those multiple shaders in one
program work together? They're working in the same pass? They are working
parallel or one after another?
  
  Which of the examples in the OSG source code is about this topic? or where
I can get any reference?
  
  Thanks in advance.
  
  -----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: 2006?12?7? 17:40
To: osg users
Subject: Re: [osg-users] mutipass shaders
  
  Hi Xiaoshuxing,
  
  What exactly do you mean by multi-pass shaders?
  
  The OSG support multi-pass, multi-stage rendering, and its support
  GLSL fully.  GLSL can have multiple shaders making up a single
  vertex/fragment program but this isn't multi-pass shaders.
  
  Robert.
  
  On 12/7/06, xiaoshuxing <[EMAIL PROTECTED]> wrote:
  >
  >
  >
  >
  > Hi, everyone:
  >
  > Is there anyone here has used mutipass shaders in osg?
  >
  > Which of the osg examples has been talking about this? Or is there any
else
  > examples about this?
  >
  > thanks
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