system Win10& GTX1660 ,osg 3.6.4, osgearth 2.10.0
static const char* gl3_VertexShader = {
"#version 330 core\n"
"// gl3_VertexShader\n"
"#ifdef GL_ES\n"
" precision highp float;\n"
"#endif\n"
"in vec4 osg_Vertex;\n"
"in vec4 osg_MultiTexCoord0;\n"
"uniform mat4 osg_ModelViewProjectionMatrix;\n"
"out vec2 texCoord;\n"
"void main(void)\n"
"{\n"
" gl_Position = osg_ModelViewProjectionMatrix * osg_Vertex;\n"
" texCoord = osg_MultiTexCoord0.xy;\n"
"}\n"
};
static const char* gl3_FragmentShader = {
"#
version 330 core "\n"
"// gl3_FragmentShader\n"
"#ifdef GL_ES\n"
" precision highp float;\n"
"#endif\n"
"uniform sampler2D baseTexture;\n"
"in vec2 texCoord;\n"
"out vec4 color;\n"
"void main(void)\n"
"{\n"
" color = texture(baseTexture, texCoord);\n"
"}\n"
};
Geometry* geom = new Geometry;
Vec3Array* coords = new Vec3Array(4);
(*coords)[0] = corner+heightVec;
(*coords)[1] = corner;
(*coords)[2] = corner+widthVec;
(*coords)[3] = corner+widthVec+heightVec;
geom->setVertexArray(coords);
Vec2Array* tcoords = new Vec2Array(4);
(*tcoords)[0].set(l,t);
(*tcoords)[1].set(l,b);
(*tcoords)[2].set(r,b);
(*tcoords)[3].set(r,t);
geom->setTexCoordArray(0,tcoords);
osg::Vec4Array* colours = new osg::Vec4Array(1);
(*colours)[0].set(1.0f,1.0f,1.0,1.0f);
geom->setColorArray(colours, osg::Array::BIND_OVERALL);
osg::Vec3Array* normals = new osg::Vec3Array(1);
(*normals)[0] = widthVec^heightVec;
(*normals)[0].normalize();
geom->setNormalArray(normals, osg::Array::BIND_OVERALL);
DrawElementsUByte* elems = new DrawElementsUByte(PrimitiveSet::TRIANGLES);
elems->push_back(0);
elems->push_back(1);
elems->push_back(2);
elems->push_back(2);
elems->push_back(3);
elems->push_back(0);
geom->addPrimitiveSet(elems);
osg::ref_ptr<osg::Image> image = new osg::Image;
image->allocateImage(1, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE);
image->setColor(osg::Vec4(1.0,1.0,1.0,1.0), 0, 0, 0);
osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D(image.get());
osg::ref_ptr<osg::Program> program = new osg::Program;
program->addShader(new osg::Shader(osg::Shader::VERTEX, gl3_VertexShader));
program->addShader(new osg::Shader(osg::Shader::FRAGMENT, gl3_FragmentShader));
setAttributeAndModes(program.get());
setTextureAttribute(0,
texture);
addUniform(new osg::Uniform("baseTexture", 0));