Hi, I've been working on updating our shaders to remove the deprecated built-ins. I've gotten stuck on the gl_EyePlanes as used to compute projected shadow texture coordinates as follows (same convention as osg-generated shadow shaders):
Code: gl_TexCoord[shadowTextureUnit0].s = dot( ecPosition, gl_EyePlaneS[shadowTextureUnit0] ); gl_TexCoord[shadowTextureUnit0].t = dot( ecPosition, gl_EyePlaneT[shadowTextureUnit0] ); gl_TexCoord[shadowTextureUnit0].p = dot( ecPosition, gl_EyePlaneR[shadowTextureUnit0] ); gl_TexCoord[shadowTextureUnit0].q = dot( ecPosition, gl_EyePlaneQ[shadowTextureUnit0] ); I am using the VDSM implementation and passing in the 4 planes as found in assignTexGenSettings(...), but they seem to be different than what is actually found in the built-ins during shader execution. I am guessing there is some sort of modelview transformation happening, but having trouble with it. Any ideas on how to recreate these planes for passing into the shader would be appreciated. Thanks! Cheers, Garrett[/code] ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=57816#57816 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org