jmmistrot Posted November 3, 2009 Share Posted November 3, 2009 I have imported some geo via FBX which has multiple UV sets. These sets are imported correctly and show up as vertex params uv[3] and uv2[3]. When I use uv in a glsl context via gl_TexCoord[0] all works well, but when I try and use the second set uv2 in via gl_TexCoord[1] I get nuttin!! How would I access this second set of coords in the shader WITHOUT using a Layer SOP? I am used to cgfx / hlsl and would just bind a variable to an app interpollant via a semantic but not sure how it all works in the glsl houdini context.... Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.