You need render to texture to do what you want. See the FBOViewport 
class I posted a few weeks ago (It's a modification of Yvonne's 
excellent creation.)

It allows you to render to textures, both for color and depth. You can 
then take those textures and use them as input for a second pass which 
compose stuff to the visible framebuffer. (You need to set up several 
viewport for this, FBOViewports for texture targets and regular 
viewports for the final pass.)

Such functionality is not covered by MultiPassMaterial. It only helps 
when you combine several materials with the GL blend function.

Cheers,
/Marcus

Tiago Coelho skrev:
> Hi,
> I'm developing a splat renderer using glsl with opensg and i need to run 
> it in a cluster.
> I need to have two passes, one to calculate visibility and depth values, 
> and another for shading.
> the problem is in the middle, i don't know how to use the output from 
> one shader and make it an input in the second one.
> 
> I found the MultiPassMaterial Class and saw an example using various 
> simple materials, but still lost...
> 
> any help is very wellcome :)
> 
> should i render the first pass depth values to the framebuffer (using 
> gl_FragColor) ? then how would i "redirect" that to a texture to be the 
> input of the second pass shader?
> _________________________________
> Pedro Tiago Cruz Coelho
> 
> 
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http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642
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