From: Gerwin de Haan (gerwindehaan++at++gmail.com)
Date: 12/15/2005 06:57:08
I've played around with shaders in performer a little bit. This code
might be helpful:
pfShaderObject *soV = new pfShaderObject();
soV->setShaderType(PFSHD_VERTEX_SHADER);
soV->setName("adaptiveaa.vertex");
soV->load();
pfShaderObject *so = new pfShaderObject();
so->setShaderType(PFSHD_FRAGMENT_SHADER);
so->setName("adaptiveaa.frag");
so->load();
pfShaderProgram *sp = new pfShaderProgram();
sp->addShader(so);
sp->addShader(soV);
//ADAPTIVE AA
GLfloat frequency;
frequency = 16.0f;
GLfloat lightpos[3];
lightpos[0]=10.0f;
lightpos[1]=10.0f;
lightpos[2]=10.0f;
sp->addUniform("Frequency",PFUNI_FLOAT1,1,&frequency);
sp->addUniform("LightPosition",PFUNI_FLOAT3,1,&lightpos);
pfGeoState *gs = (some custom stuff here)
gs->setMode(PFSTATE_ENSHADPROG, PF_ON);
gs->setAttr(PFSTATE_SHADPROG, sp);
for the shader example files check http://www.3dshaders.com/shaderSource.html
On 12/15/05, Sakis Gaitatzes <gaitat++at++yahoo.com> wrote:
>
> Hello all,
>
> I would like to pass down to a GLSL vertex/fragment shader generic
> vertex attributes for processing.
>
> In OpenGL the function glVertexAttrib() is used for this purpose but I
> cannot find the corresponding one for Performer.
>
> Also It would be nice if someone had a Performer example showing off
> this functionality.
>
> Many pfThanks,
>
>
> --
> Athanasios Gaitatzes (Saki)
> e-mail: gaitat at yahoo dot com
> url: http://www.virtuality.gr/
>
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