hiya,
I am expanding my app, 
now after some playing with reflections and refractions, 
i'd like to add shades and colors, 
but for so doing, i need to get the color values of the vertices,
and the "illumination" level.
How do i pass the color to the shader? I think in the shader will be
something like

vec4 outColor = gl_Color;

but in OpenSG? A simple ->setColors(red) would do the trick?

Regarding the illumination level, it should be a simple float, ranging
[0,1], telling me how much light is hitting the point... where to store
that value per vertex? is there an unused slot that i can use to my
convenience? Something like a second texcoord set to use as a mere pipe
between OSG and the shader. So my shader should retrive the value like:

float lightlevel = gl_TexCoord[1].x;

hope someone can help,
enrico



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