Shader Designer bug?

I study Shader Designer.
follow the Tutorials to multitexture .(http://www.typhoonlabs.com/downloads/tutorials/GLSL_SD_Tutorials.pdf)

but I find only texture0 worked.
my card is fx5200.Driver support opengl 1.5
Is why?

Hello,
Your problem isn’t your card or you shader, the problem is in the Shader Designer, isn’t really a bug, only a forgotten update on the Tutorials. Is SD’s early versions we passed the same UV’s set thought all multitexture channels, but this is a resources waste, so if you want to find the uv’s you must search only at gl_MultiTexture0 attribute.
This sample works fine.

[Vertex Shader]
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();
}

[Fragment Shader]
uniform sampler2D TextureUnit0;
uniform sampler2D TextureUnit1;

void main(void)
{
vec4 value1 = texture2D(TextureUnit0, gl_TexCoord[0].st);
vec4 value2 = texture2D(TextureUnit1, gl_TexCoord[0].st);

gl_FragColor = (value1+value2) * 0.5;
}

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