I ask this because the glsls shaders are perfectly working but it looks like they are not receiving geometric from the engine. Do i have to use some special name to access texture coordinates or normals or lights in jme3 shaders?
I'm trying to understand if JME3 can use arbitrary valid GLSL shaders or not. For example, is the vertex shaders uses the predefined GLSL variables: gl_Vertex, gl_Normal, gl_MultiTexCoord0, the shader doesn't work. The GLSL Hello world:
void main() {
gl_Position = ftransform();
}
void main() {
gl_FragColor = vec4(1, 0, 0, 1);
}
produces a black object in JME3 while declaring the vertex shader like:
produces the desired effect. I'm no a GLSL expert so I have to ask: is this some kind of new GLSL way (maybe ftransform or gl_Vertex are deprecated or using the predefined variables is considered bad style) or is it a limit of JME3? I ask because a collada document can embed GLSL shaders.