Since gl_FragCoord does not work properly on AMD hardware I need to fake it. I am having a little trouble visualizing this.
Let's say texcoord is the vec2 I want to write out for gl_FragCoord. The upper-left corner of the screen would be (0,0,z), and the bottom-right corner would be (1,1,z).
Here is my light volume vertex shader:
Code :varying vec3 texcoord; void main(void) { gl_Position = ftransform(); gl_FrontColor = gl_Color; texcoord=ftransform() }
Now how do I turn the screen position into the gl_FragCoord value?