hybr wrote:
> In gles 2.0 shaders dont have builtins like gl_MultiTexCoord gl_Color 
> gl_FrontColor\gl_BackColor gl_TexCoord gl_FragColor etc, and ftransform too. 
> Check gles 2.0 spec.
> Use your own varyings and attributes, use your own output from fragment 
> shader(and dont forget to bind stuff in osg::Program).
> 
> Cheers.
> 
> 07.08.2012, 19:20, "John Moore" <>:
> 
> > In this way it's using another shader that I did not write by myself and 
> > this shader is giving errors.
> > 
> > Code:
> > 
> > State::convertShaderSourceToOsgBuiltIns()
> > ++Before Converted source
> > 
> > void main()
> > {
> >   gl_Position = ftransform();
> >   gl_TexCoord[0] = gl_MultiTexCoord0;
> >   gl_FrontColor = gl_Color;
> > }
> > 
> > ++++++++
> > -------- Converted source
> > uniform mat4 osg_ModelViewProjectionMatrix;
> > attribute vec4 osg_MultiTexCoord0;
> > attribute vec4 osg_Color;
> > attribute vec4 osg_Vertex;
> > 
> > void main()
> > {
> >   gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;
> >   gl_TexCoord[0] = osg_MultiTexCoord0;
> >   gl_FrontColor = osg_Color;
> > }
> > 
> > ----------------
> > 
> > Compiling VERTEX source:
> >     1: uniform mat4 osg_ModelViewProjectionMatrix;
> >     2: attribute vec4 osg_MultiTexCoord0;
> >     3: attribute vec4 osg_Color;
> >     4: attribute vec4 osg_Vertex;
> >     5:
> >     6: void main()
> >     7: {
> >     8:   gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;
> >     9:   gl_TexCoord[0] = osg_MultiTexCoord0;
> >    10:   gl_FrontColor = osg_Color;
> >    11: }
> > 
> > VERTEX glCompileShader "" FAILED
> > VERTEX Shader "" infolog:
> > ERROR: 0:9: Use of undeclared identifier 'gl_TexCoord'
> > ERROR: 0:10: Use of undeclared identifier 'gl_FrontColor'
> > 
> > Compiling FRAGMENT source:
> >     1: uniform sampler2D diffuseMap;
> >     2:
> >     3: void main()
> >     4: {
> >     5:   vec4 base = texture2D(diffuseMap, gl_TexCoord[0].st);
> >     6:   vec4 color = base;
> >     7:   color *= gl_Color;
> >     8:   gl_FragColor = color;
> >     9: }
> > 
> > FRAGMENT glCompileShader "" FAILED
> > FRAGMENT Shader "" infolog:
> > ERROR: 0:5: Use of undeclared identifier 'gl_TexCoord'
> > ERROR: 0:6: Use of undeclared identifier 'base'
> > ERROR: 0:7: Use of undeclared identifier 'color'
> > ERROR: 0:7: Use of undeclared identifier 'gl_Color'
> > ERROR: 0:8: Use of undeclared identifier 'color'
> > 
> > Linking osg::Program "" id=9 contextID=1
> > State's vertex attrib binding 2, osg_Color
> > State's vertex attrib binding 7, osg_FogCoord
> > State's vertex attrib binding 3, osg_MultiTexCoord0
> > State's vertex attrib binding 4, osg_MultiTexCoord1
> > State's vertex attrib binding 5, osg_MultiTexCoord2
> > State's vertex attrib binding 6, osg_MultiTexCoord3
> > State's vertex attrib binding 7, osg_MultiTexCoord4
> > State's vertex attrib binding 1, osg_Normal
> > State's vertex attrib binding 6, osg_SecondaryColor
> > State's vertex attrib binding 0, osg_Vertex
> > glLinkProgram "" FAILED
> > Program "" infolog:
> > ERROR: One or more attached shaders not successfully compiled
> > 
> > I think this is something built in in open scene graph.
> > Ho can I use only my shader?
> > 
> > Cheers,
> > John
> > 
> > ------------------
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=49193#49193
> > 
> > _______________________________________________
> > osg-users mailing list
> > 
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > 
> _______________________________________________
> osg-users mailing list
> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
>  ------------------
> Post generated by Mail2Forum


This is not completely true because I wrote some simple shaders for texture 
mapping (without bump mapping) and they are working. I don't know precisely how 
it works but it seems openscenegraph is able to map these variables such as 
gl_ModelViewProjectionMatrix, gl_Vertex, gl_Normal, gl_MultiTexCoord0 to 
openscenegraph built in variables like osg_ModelViewProjectionMatrix, 
osg_Vertex, osg_Normal, osg_MultiTexCoord0.

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49197#49197





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