Now I tried to provide a new uniform to the deferred pass fragment shader with NODE->getOrCreateStateSet()->addUniform(), and it does not work. Only PASS approach works for the deferred pass fragment shader.
Is it possible to pass uniform value from the NODE's StateSet to the deferred pass fragment shader? Am I missing something?
Thanks.
Sebastian Messerschmidt
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Apr 1, 2016, 3:42:37 AM4/1/16
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Hi Michael,
You can set the uniform to the Camera node for the pass to make it
per pass. If you set the uniform down in the camera's subgraph at
node-level and you don't use OVERRIDE or PROTECTED in between the
node's uniform should overwrite the state above. In your case it
should simply work.
I personally usually use the pragmatic shader composition for things
like normal-mapping etc. since it is static for the given mesh and
will work pretty well if you have nodes in different passes. So
basically you set the shader program to the pass-camera and set the
defines per node.