void main()
{
gl_FrontColor = vec4(0.0,0.0,1.0,1.0);
gl_BackColor = vec4(0.5,0.5,0.5,1.0);
gl_Position = ftransform();
}
void main()
{
gl_FragColor = vec4(gl_Color);
}
gl_BackColor gets ignored in the fragment shader.
repro:
- start render monkey or shader designer and paste this code in
- disable backface culling
- set plane as a test model
- rotate the plane - plane back and front face have the same blue color when they should have blue at front and grey at back.
Can any of you guys please double-check and confirm the bug?