Re: [osg-users] Custom Vertex Shader with Parallel Split Shadow Maps

2015-08-31 Thread Julien Valentin
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] );

[osg-users] Custom Vertex Shader with Parallel Split Shadow Maps

2012-02-01 Thread Nick Jones
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