Re: [osg-users] Custom Vertex Shader with Parallel Split Shadow Maps
Hi, After a long time here's our answer: Code: vec4 pos=ftransform(); vec3 ecPosition3 = pos.xyz / pos.w; vec4 ecPosition=vec4(ecPosition3,1); gl_TexCoord[1].s = dot( ecPosition, gl_EyePlaneS[1] ); gl_TexCoord[1].t = dot( ecPosition, gl_EyePlaneT[1] ); gl_TexCoord[1].p = dot( ecPosition, gl_EyePlaneR[1] ); gl_TexCoord[1].q = dot( ecPosition, gl_EyePlaneQ[1] ); cf osgShadow/StandardShadowMap.cpp Cheers, Julien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=64965#64965 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Custom Vertex Shader with Parallel Split Shadow Maps
Hi, I am trying to integrate the Parallel Split Shadow Map (PSSM) algorithm into my current project. I've noticed that the algorithm utilizes the fixed pipeline as it only incorporates a fragment shader. However, my project requires me to write a custom Vertex shader as well. When I do that, it seems that the values in the gl_TexCoord of the fragment shader may be incorrect. If this is the case, it seems as if I am sampling the shadow map incorrectly as well. I came to this conclusion because while I do see shadows, they are incorrectly placed and change drastically when my camera pans around the scene. Does anyone know how to recreate the proper gl_TexCoord values in a custom vertex shader? If I could recreate them properly, then the fragment shader should work as well. Thank you for your help! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45154#45154 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org