Anyone managed to get 2-sided GLSL lighting working in QC? I'm actually trying 
to implement a very simple 'fake' lighting effect in a GLSL Shader patch, 
whereby the colour at each fragment is a product of it's distance from an 
arbitrary light-source position. I have this working already, but I'd like to 
be able to shade the front and back-facing sides of a mesh with different 
base-colours.

I've tried using
gl_FrontColor
and
gl_BackColor
set to different colours in the Vertex Shader, but the front color is always 
used for both faces, even if I embed the GLSL Shader patch inside a Lighting 
Patch with the 'Use 2-sided lighting' option enabled.

I've also tried using the
gl_FrontFacing
boolean in the Fragment Shader, to create a conditional colouring of the 
fragment. This causes a massive drop in framerate, and nasty flashing of 
portions of the mesh, where presumably some fragments are close to the 
forward/backward-facing threshold, so the lighting keeps switching from one 
state to the other. Is this some kind of Quartz Composer bug, I wonder?

Cheers,

a|x
http://machinesdontcare.wordpress.com



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