[osg-users] Tangent, Binormal and Normal Calculation to GLSL on OSG

Ümit Uzun umituzun84 at gmail.com
Thu Sep 25 04:27:13 PDT 2008

Hi All,

I am playing RenderMonkey to create a caustics effect by morphing
DiscoLighing sample. I have created something as expected and now I want to
port this vertex and fragment shader to OSG. At that point RenderMonkey can
automaticaly calculate Binormal and Tangent value and passes them vertex
shader in

attribute vec3 rm_Tangent;
attribute vec3 rm_Binormal;

What can I do to pass this value to vertex shader on OSG?

Best Regards.

Umit Uzun
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