Shader Designer bug?

I study Shader Designer.
follow the Tutorials to multitexture .(

but I find only texture0 worked.
my card is fx5200.Driver support opengl 1.5
Is why?

Your problem isn’t your card or you shader, the problem is in the Shader Designer, isn’t really a bug, only a forgotten update on the Tutorials. Is SD’s early versions we passed the same UV’s set thought all multitexture channels, but this is a resources waste, so if you want to find the uv’s you must search only at gl_MultiTexture0 attribute.
This sample works fine.

[Vertex Shader]
void main(void)
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = ftransform();

[Fragment Shader]
uniform sampler2D TextureUnit0;
uniform sampler2D TextureUnit1;

void main(void)
vec4 value1 = texture2D(TextureUnit0, gl_TexCoord[0].st);
vec4 value2 = texture2D(TextureUnit1, gl_TexCoord[0].st);

gl_FragColor = (value1+value2) * 0.5;

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