Tweaked the vertex program.
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@@ -17,6 +17,7 @@
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char vertexShaderSource[] =
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"uniform vec2 xCoeff; \n"
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"uniform vec2 yCoeff; \n"
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"//uniform sampler2D baseTexture; \n"
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"\n"
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"void main(void) \n"
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"{ \n"
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@@ -24,6 +25,7 @@ char vertexShaderSource[] =
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" gl_TexCoord[0] = gl_Vertex; \n"
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" gl_Vertex.z = gl_Vertex.x*xCoeff[0] + gl_Vertex.x*gl_Vertex.x* xCoeff[1] + \n"
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" gl_Vertex.y*yCoeff[1] + gl_Vertex.y*gl_Vertex.y* yCoeff[1]; \n"
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" //gl_Vertex.z = texture2D( vertexTexture, gl_TexCoord[0].xy).r; \n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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"}\n";
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@@ -114,11 +116,15 @@ osg::Node* createModel()
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stateset->addUniform(yCoeff);
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stateset->setTextureAttributeAndModes(0,new osg::Texture2D(osgDB::readImageFile("lz.rgb")));
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osg::Texture2D* texture = new osg::Texture2D(osgDB::readImageFile("lz.rgb"));
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texture->setFilter(osg::Texture::MIN_FILTER,osg::Texture::NEAREST);
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texture->setFilter(osg::Texture::MAG_FILTER,osg::Texture::NEAREST);
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stateset->setTextureAttributeAndModes(0,texture);
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osg::Uniform* baseTextureSampler = new osg::Uniform("baseTexture",0);
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stateset->addUniform(baseTextureSampler);
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return geode;
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}
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