Hi, I've found a way to get the mask information into the shader without using any gl calls. By adding gl_FrontColor = gl_Color to the vertex shader I can use gl_Color in the fragment shader. The only problem I have atm is that when I use flat shading mode the value og gl_Color in the fragment shader suddenly holds the value of "varnormal". I guess it's a driver bug of sorts as it doesn't happen in smooth shading.
Also the code I've added enables regular GLSL also as a side bonus. -Erik _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers