[osg-users] Setting alpha channel in Frag Shader does not work.
StevenAPowers at gmail.com
Thu Mar 19 07:58:41 PDT 2009
I noticed something else that is interesting...
When I use the following shader code:
gl_FragColor = vec4(vVertPos.xyz , 1);
(where vVertPos.xyz is the calculated 3D position)
I get an accurate point cloud of the 3D points that matches up with the geometry of the scene perfectly.
When I use this shader code:
float depth = gl_FragCoord.z / gl_FragCoord.w;
gl_FragColor = vec4(vVertPos.xyz , depth);
I get what looks like the same point cloud but it is scaled up in every direction. Does this ring any bells for anyone?
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