Thanks cwright! I get it now. I wasn't putting the gl_FragColor line in the
right place.... really obvious oversight.

I'm attaching the "working as expected" shader. (I'm still scratching my
head a little bit about why, if color is alpha=0 already in the vertex
shader, and my source texture is composited over alpha, why this is
necessary.)

Too bad that the shader is blowing up your machine ( I wonder if the classic
vertexnoise glsl would do the same, as it's largely the same).

-George


On Sun, Jun 20, 2010 at 10:26 AM, Christopher Wright <cwri...@kineme.net>wrote:

> [cwood]
>>>
>>
>  vec4 output = color + Color; // urgh at the naming there! ;D
>>> output.rgb *= output.a;
>>> return output;
>>>
>>
>  [cwright]
>>>
>>> use a different name, like vec4 comspositeColor.
>>>
>>
>  [gtoledo]
>>>
>>> Thanks for that suggestion as well... not working for me though. I just
>>> keep getting a "void function cannot return value", and I've tried a few
>>> variations on this theme.
>>>
>>
>
> So literal :)
>
> a fragment shader doesn't _return_ a value (hence the "void main" at the
> beginning), it sets gl_FragColor.  This was probably a brevity oversight on
> cwood's part, but the idea is sound -- you could alternatively do something
> like this:
>
> vec4 compositeColor = color + Color;
> compositeColor.rgb *= compositeColor.a;
> gl_FragColor = compositeColor;  // <--- not return
>
> (after more testing, it's just this shader that's exploding my machine, not
> other glsl shaders in QC... no idea what's going on with that...  one would
> think that GMAs were the worst GPUs on the planet, with drivers to match or
> something ;)
>
>
> --
> [ christopher wright ]
> cwri...@kineme.net
> http://kineme.net/
>
>

Attachment: GLSL - Texture + Color fixed.qtz
Description: Binary data

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