#1
|
|||
|
|||
passthrough fragment shader
I am trying to do a bit of vertex (and hopefully geometry) shading with the vertices of a node. Specifying a shader program with no fragment shader, or specifying the below fragment shader however both lead to color of the node being discarded.
Code:
obj = vizshape.addSphere() shader = viz.addShader(vert=getVertexCode(),frag=None) obj.apply(shader) Code:
void main() { gl_FragColor = gl_Color; } |
Thread Tools | |
Display Modes | Rate This Thread |
|
|
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
multitex fragment shader issue for different sized textures | pitbool | Vizard | 3 | 12-08-2015 07:22 PM |
Texture Coordinate Generation (TexGen) using Shader | goro | Vizard | 1 | 05-31-2013 01:44 AM |
SSAO Shader Implementation | FranciscoPeters | Vizard | 2 | 10-08-2011 04:19 AM |
Multiple Textures for Diffuse and Specularity Shader Issue | shivanangel | Vizard | 1 | 05-11-2009 10:44 AM |
Specular Shader Issue | shivanangel | Vizard | 2 | 05-06-2009 11:08 AM |