Hi All,<div><br></div><div>Yesterday I took a stab at the ShadowMapPass test failures on the Mac. When ValidateProgram is called on your shader program it is pretty strict, requiring the shader language version to be defined before anything else. </div>
<div><br></div><div><a href="http://www.cdash.org/CDash/testDetails.php?test=102624315&build=1274890">http://www.cdash.org/CDash/testDetails.php?test=102624315&build=1274890</a></div><div><br></div><div>I fixed this by ensuring the language version number is first.</div>
<div><br></div><div>Now I get another a new set of errors that I am not sure at all how to solve.</div><div><br></div><div><a href="http://www.cdash.org/CDash/testDetails.php?test=104979321&build=1329109">http://www.cdash.org/CDash/testDetails.php?test=104979321&build=1329109</a></div>
<div><br></div><div>Googling the error message it seems to indicate that there are two uniforms of different types that are initialized to the same texture unit. I can see that being the case in the fragment shader (vtkShadowMapPassShader_fs.glsl) because by default both of these will be initialized to 0.</div>
<div><div><br></div><div>uniform sampler2DShadow shadowMaps[VTK_LIGHTING_NUMBER_OF_LIGHTS];</div><div>uniform sampler2D spotLightShape;</div></div><div><br></div><div><div>Unfortunately I don't know enough about how the uniforms are initialized and bound when running them from within VTK. Does anyone have any ideas?</div>
</div><div><br></div><div>Thanks!</div>