On 07/29/2011 11:42 AM, Joe Abreu wrote:
Hi,
I have a problem that I have got my mind stuck at working out what is going
wrong. I have a simple vertex and fragment shader I am trying to test. which
look as follows:
vertex:
Code:
varying vec3 normal, eyeVec, reflectVec;
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
normal = normalize(gl_NormalMatrix * gl_Normal);
eyeVec = vec3(gl_ModelViewMatrix * gl_Vertex);
reflectVec = reflect(eyeVec, normal);
};
fragment:
Code:
varying vec3 normal, eyeVec, reflectVec;
uniform sampler2D diffuseMap;
uniform samplerCube reflectionCube;
void main()
{
vec4 diffuseColor = texture2D(diffuseMap, gl_TexCoord[0].st);
vec4 reflectionColor = textureCube(reflectionCube, reflectVec);
gl_FragColor = diffuseColor * reflectionColor; //<-- This is my offending
line
gl_FragColor.a = 1.0;
}
Hi, Joe,
Just a shot in the dark (all I've got time for, sorry). What happens if
you try this:
gl_FragColor.rgb = diffuseColor.rgb * reflectionColor.rgb;
gl_FragColor.a = 1.0;
--"J"
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