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] );
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
2 matches
Mail list logo