Hi,
sorry, I cannot know what you are trying to do with the shader, but
don't you need to init the texcoord you are using?
Something like
vec2 Texcoord = gl_TexCoord[0].xy;
I'd suggest trying to do a simple texture copy (or even just inserting a
constant value) in the RTT camera for a start just to make sure
everything is working.
jp
On 14/10/10 13:20, Aitor Ardanza wrote:
I don't know if this method helps me get what I want ...
RTT give me an image of the model from configured camera, but I need to take an
image, like model texture, painting only specific areas defined in the fragment
shader:
Code:
uniform vec2 textCoord;
uniform sampler2D baseMap;
uniform vec3 interPos;
varying vec3 Normal;
varying vec4 color;
varying vec2 Texcoord;
varying vec3 position;
void main( void )
{
float radio = 3.0;
vec3 a = position - interPos;
float dist = sqrt((a.x*a.x)+(a.y*a.y)+(a.z*a.z));
vec4 paintColor = vec4(1.0,0.0,0.0,1.0);
vec4 col = texture2D( baseMap, Texcoord ) * color;
if(dist<radio){
gl_FragData[0] = texture2D( baseMap, Texcoord ) * color + paintColor;
gl_FragData[1] = paintColor;
}
else{
gl_FragData[0] = texture2D( baseMap, Texcoord ) * color;
gl_FragData[1] = vec4(1.0,1.0,1.0,1.0);
}
}
Any other idea????
Cheers,
Aitor
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