never mind .. blind me.. It is commented out .. Please ignore
Nick
On Sun, Feb 1, 2015 at 3:21 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> I am seeing in the default fragment shader (snippet bellow) that a fog is
> used into account but for some reason I can not make it work. Any hints for
> the Fog settings?
>
> Thanks a lot
>
> #if FRAGMENT_SHADERS_ONLY
> _mainFragmentShader = new osg::Shader( osg::Shader::FRAGMENT,
> " // following expressions are auto modified - do not change
> them: \n"
> " // gl_TexCoord[0] 0 - can be subsituted with other
> index \n"
>
> "\n"
> "float DynamicShadow(
> ); \n"
>
> "\n"
> "uniform sampler2D
> baseTexture; \n"
>
> "\n"
> "void
> main(void) \n"
>
> "{ \n"
> " vec4 colorAmbientEmissive =
> gl_FrontLightModelProduct.sceneColor; \n"
> //" // Add ambient from Light of index =
> 0\n"
> //" colorAmbientEmissive +=
> gl_FrontLightProduct[0].ambient; \n"
> " vec4 color = texture2D( baseTexture, gl_TexCoord[0].xy
> ); \n"
> " color *= mix( colorAmbientEmissive, gl_Color, DynamicShadow()
> ); \n"
> #if DISPLAY_SHADOW_TEXEL_TO_PIXEL_ERROR
> " color.xy = abs( dFdy( gl_TexCoord[1].xy / gl_TexCoord[1].w ) )*
> 1024.0; \n"
> " color.z = color.y; \n"
> " color.x = color.z; \n"
> " color.y = color.z; \n"
> " color.a = 1.0; \n"
> #endif
> // " float fog = clamp((gl_Fog.end - gl_FogFragCoord)*gl_Fog.scale,
> 0.,1.);\n"
> // " color.rgb = mix( gl_Fog.color.rgb, color.rgb, fog
> ); \n"
> " gl_FragColor =
> color; \n"
> "} \n" );
>
> --
> trajce nikolov nick
>
--
trajce nikolov nick
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