Tweaked the vertex program.

This commit is contained in:
Robert Osfield
2005-06-21 12:12:50 +00:00
parent 900739bd7e
commit 1103911277

View File

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