I wrote a very simple shader in GLSL to output a P_world render. It works fine in the Houdini viewport, but when it comes to rendering it through the openGL renderer node, the render comes out black.
Is there anything I need to do to make the shader work with the openGL renderer ?
I think I solved my issue, but the openGL renders don't keep any negative values, even if I render in 32 bits. Is this a limitation of the openGL renderer ?