Hi, all! I'm trying to make the following material work. No errors reported and no ideas so far... It draws blackness.
Code: Select all
material Debug/White
{
technique
{
pass
{
lighting off
depth_write off
ambient 1.0 1.0 1.0 1.0
diffuse 1.0 1.0 1.0 1.0
specular 1.0 1.0 1.0 1.0
vertex_program_ref debug_vp
{
}
fragment_program_ref debug_fp
{
}
}
}
}
Program:
Code: Select all
fragment_program debug_fp glsl glsles glslang hlsl
{
source debug.frag
default_params
{
param_named_auto ambient surface_ambient_colour
param_named_auto diffuse surface_diffuse_colour
}
}
vertex_program debug_vp glsl glsles glslang hlsl
{
source debug.vert
default_params
{
}
}
debug.frag
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OGRE_NATIVE_GLSL_VERSION_DIRECTIVE
#include <OgreUnifiedShader.h>
OGRE_UNIFORMS(uniform vec4 ambient;)
OGRE_UNIFORMS(uniform vec4 diffuse;)
MAIN_PARAMETERS
MAIN_DECLARATION
{
// gl_FragColor = ambient * diffuse;
gl_FragColor = vec4(0, 0, 1, 1);
}
debug.vert
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#include <OgreUnifiedShader.h>
OGRE_UNIFORMS(
uniform mat4 worldViewProj;
)
MAIN_PARAMETERS
IN(vec4 vertex, POSITION)
MAIN_DECLARATION
{
gl_Position = mul(worldViewProj, vertex);
}