Fixed GL3 core profile and shandard shaders to work with new osgText
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@@ -64,7 +64,8 @@ static const char *gl3TextFragmentShader = {
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"out vec4 color;\n"
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"void main(void)\n"
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"{\n"
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" color = vertexColor * texture(glyphTexture, texCoord).rrrr;\n"
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" if (texCoord.x>=0.0) color = vertexColor * vec4(1.0, 1.0, 1.0, texture(glyphTexture, texCoord).r);\n"
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" else color = vertexColor;\n"
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"}\n"
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};
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#endif
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@@ -87,7 +88,7 @@ static const char* fragmentShader = {
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"varying vec4 vertexColor;\n"
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"void main(void)\n"
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"{\n"
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" if (texCoord.x>=0.0) gl_FragColor = vertexColor * vec4(1.0, 1.0, 1.0, texture(glyphTexture, texCoord).a);\n"
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" if (texCoord.x>=0.0) gl_FragColor = vertexColor * vec4(1.0, 1.0, 1.0, texture(glyphTexture, texCoord).r);\n"
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" else gl_FragColor = vertexColor;\n"
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"}\n"
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};
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@@ -110,7 +111,7 @@ osg::Group* createHUDText()
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osg::Program* program = new osg::Program;
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program->addShader(new osg::Shader(osg::Shader::VERTEX, gl3TextVertexShader));
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program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl3TextFragmentShader));
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geode->getOrCreateStateSet()->setAttributeAndModes(program, osg::StateAttribute::ON);
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rootNode->getOrCreateStateSet()->setAttributeAndModes(program, osg::StateAttribute::ON);
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#endif
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float windowHeight = 1024.0f;
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