On Wed, 4 Apr 2012, James Turner wrote:
Guessing that writing to a 'varying' might be the issue, I made a temporary:
vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal;
gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5, 0.0, 1.0 );
And now everything looks good! The
De: Anders Gidenstam
On Wed, 4 Apr 2012, James Turner wrote:
Guessing that writing to a 'varying' might be the issue, I made a
temporary:
vec3 normal2 = (2.0 * gl_Color.a - 1.0) * ecNormal;
gl_FragData[0] = vec4( (normal2.xy + vec2(1.0,1.0)) * 0.5,
0.0, 1.0 );
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