Shaders and non-shader lighting

Hi all,

I’ve set up a vertex shader to perform deformations of a model stored in a vertex buffer object. I am currently lighting the model using the tradtional OpenGL approach (glEnable(GL_LIGHTING) etc…).

When the shader (I’m using CG btw) is enabled all of my lighting seemed to be ignored in exchange for cyan colour. What I’d really like to to have a shader that takes the colour values calcualted from the OpenGL lights and then passes it on un-touched.

Here is my shader, that doesn’t work:

struct appdata 
	float4 position : POSITION;
	float4 color	: COLOR0;

struct vfconn
	float4 HPos	: POSITION;
	float4 Col0	: COLOR0;

vfconn main(appdata IN,	uniform float4x4 modelViewProj)
	vfconn OUT;

	OUT.HPos = mul(modelViewProj, IN.position); =;

	return OUT;

My question is therefore, is it possible to get this functionality, or if I go down the shader route will I have to write my lighting using shaders. If it is possible however, what am I doing wrong.

Thanks for all your help in advance,


yes you need to write your own lighting code, or recycle someone elses

This topic was automatically closed 183 days after the last reply. New replies are no longer allowed.