Hi, I'm trying to get this shader to work:
Code: #vertex void main( void ) { gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = ftransform(); } #fragment #extension GL_ARB_texture_rectangle : enable uniform sampler2DRect colorTexture; const float alphaValue = 0.05; //The alpha value that indicates the part that will be visible. else gl_FragColor = vec4(0.0) void main( void ) { vec4 color = texture2DRect(colorTexture, gl_TexCoord[0].st); if(color.a == alphaValue) { gl_FragColor = vec4(1.0,0.0,0.0,1.0); } else gl_FragColor = vec4(0.0); } This shader is just the first pass (RTT camera pass) of what I intend to do. I am trying to implement a certain kind of shader into the scene. I am trying to isolate the part that the shader will work on by getting the alpha channel. If alpha channel = 0.05 then it will be rendered to a texture, if not then it will just be black. I've got lots of .ive models with the textures of 1.0 alpha and 0.05 alpha. However what I'm getting is just a blank black screen. I was thinking that maybe one of osgOcean's shader screwed up the alpha values or so. Can anybody help me with this please? Thanks a lot in advance. Thank you! Cheers, Bawenang ------------------------ "There's no place like 127.0.0.1" ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41811#41811 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org