[osg-users] Custom Vertex Shader with Parallel Split Shadow Maps
Julien Valentin
julienvalentin51 at gmail.com
Mon Aug 31 15:14:03 PDT 2015
Hi,
After a long time here's our answer:
Code:
vec4 pos=ftransform();
vec3 ecPosition3 = pos.xyz / pos.w;
vec4 ecPosition=vec4(ecPosition3,1);
gl_TexCoord[1].s = dot( ecPosition, gl_EyePlaneS[1] );
gl_TexCoord[1].t = dot( ecPosition, gl_EyePlaneT[1] );
gl_TexCoord[1].p = dot( ecPosition, gl_EyePlaneR[1] );
gl_TexCoord[1].q = dot( ecPosition, gl_EyePlaneQ[1] );
cf osgShadow/StandardShadowMap.cpp
Cheers,
Julien
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http://forum.openscenegraph.org/viewtopic.php?p=64965#64965
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