this is on the list of “Known Shader Bugs and Limitations”
panda3d.org/manual/index.php/Known … imitations
basically i need to use vp4O shader code but panda currently does not support this.
//Cg
//
//Cg profile vp40 arbfp1
// no work: vp40 vp40
// no work : arbvp1 arbfp1
void vshader(float4 vtx_position : POSITION,
float2 vtx_texcoord0 : TEXCOORD0,
uniform sampler2D tex_0 : TEXUNIT0,
uniform float4x4 mat_modelproj,
uniform float4 k_pos,
out float4 l_position : POSITION,
out float2 l_texcoord0 : TEXCOORD0
)
{
l_texcoord0 = float2(vtx_position.x+k_pos.x,vtx_position.z-k_pos.y)/10; //
float4 texColor=tex2D(tex_0, l_texcoord0);
l_position=mul(mat_modelproj, vtx_position + texColor.w );
}
void fshader(float2 l_texcoord0 : TEXCOORD0,
uniform sampler2D tex_0 : TEXUNIT0,
out float4 o_color : COLOR)
{
float4 texColor=tex2D(tex_0, l_texcoord0);
o_color= texColor;
}
This is needed in order raise a vertex based on color of the texture on the vertex. This is a cool vertex shader trick to render large … very huge terrains computed mostly on the shader at very little cost. I hope the dev’s can look into why vp40 shades language makes problems.
Thanks.