I am not able to run our own shader in FG 2016 2.1, although it works in FG 3.0.
I copied the technique into skydome.eff (I created a new effect file, but it didn't work), such as:
- Code: Select all
<technique n="6">
<predicate>
<property>/my_boolean_property</property>
</predicate>
<pass>
<program>
<vertex-shader>Shaders/fullscreen.vert</vertex-shader>
<fragment-shader>Shaders/my_code.frag</fragment-shader>
</program>
</pass>
</technique>
my_code.frag just set a RGB vector to gl_FragColor like the "Fragment Shader " example in http://www.clockworkcoders.com/oglsl/tutorial1.htm. The same code works in FG3.0.
my_boolean_property changes according to some conditions. In fact, I see how my_boolean_property is set to true/false (according the conditions) when I run FG 2016 2.1. Therefore, the predicate is true. This property is initialized in preferences.xml.
I read the documentation, but I cannot find how to fix the issue.
Thanks in advance.