Re: [Maya2osg-users] Customized GLSL shaders
Status: Alpha
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From: Peter W. <pp...@cg...> - 2011-05-24 07:06:31
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Hi Javie, > > > There is an UI option to enable the custom code feature and four > corresponding to the four code blocks above mentioned. And here, > Peter, I'm going to ask for your skills on Maya UI creation. I created > 5 new optionVars and the UI for them (basically copy& paste of your > code :). Please, review it when you have time, just in case I have > done some nonsens. I also put "Browse" buttons after the text boxes, > but I don't know what is the most adequate way to make it work and the > script is growing dangerously, so I don't want to complicate it > further. Can you take a look at it, please? It would be nice also to > enable/disable the four text box / browse buttons depending on the > checkbox "Custom GLSL code". > Working on that. Would be nice, if you could provide me some test scene and shader. You're right with the growing, thing should split it up somehow, but then there are lot of local functions which are needed almost everywhere. Will look into this. > Also, the fragment shaders are now writing to gl_FragData[0] instead > of gl_FragColor, to allow the use of multiple render targets. In fact, > the additional code is especially useful to add the code that computes > the value of output in these other render targets (e.g. motion vectors > in my case). I would require motionvectors too, could you tell me how you are approaching this within one shader ? Thought one needs the same mesh from two different time stamps to get the position differences, but have not figured out the most efficient way store position mesh mesh data in a additional array. I tried to get Transfor Feedback to work, but I don't understand osgs extension mechanism well enough. So, how do you do it ? Cheers, PP |