GLSL compositor render on top right

Anything and everything that's related to OGRE or the wider graphics field that doesn't fit into the other forums.
Post Reply
User avatar
tod
Troll
Posts: 1394
Joined: Wed Aug 02, 2006 9:41 am
Location: Bucharest
x 94
Contact:

GLSL compositor render on top right

Post by tod »

I'm trying to use deferred shading on OpenGL3+ renderer, using GLSL only, on Ogre 1.10, and the image seems upside down and rendered in the top-right quarter of the screen? Can anyone help?
https://www.dropbox.com/s/n8tth64f0klj63e/crap_dff.jpg
Image
User avatar
tod
Troll
Posts: 1394
Joined: Wed Aug 02, 2006 9:41 am
Location: Bucharest
x 94
Contact:

Re: GLSL compositor render on top right

Post by tod »

Apparently the GLSL shader is broken for Deferred Shading.
Can some expert tell me what I need to change?

Code: Select all

#version 150

in vec4 vertex;

out vec2 oUv0;
out vec3 oRay;

uniform vec3 farCorner;
uniform float flip;

void main()
{
	// Clean up inaccuracies
	vec2 Pos = sign(vertex.xy);

	// Image-space
    oUv0 = (vec2(Pos.x, -Pos.y) + 1.0) * 0.5;

	// This ray will be interpolated and will be the ray from the camera
	// to the far clip plane, per pixel
	oRay = farCorner * vec3(Pos, 1);

	gl_Position = vec4(Pos, 0, 1);
	gl_Position.y *= flip;
}
Post Reply