the geometry has uv for it's mapping coordinate and also has uv2 for it's lightmap.
I guess I have to bind uv2 from .vert shader then use it at .frag shader.
but I'm stuck at .vert shader. here is the part. (It's a shorted version for problem explain)
— shader.vert —
{
out parms { vec4 pos; vec4 normal_sel; vec4 color; vec2 texcoord0; vec2 texcoord1; } vsOut; void main() { vpos = vec4(P, 1.0); vpos = glH_ObjViewMatrix * (instmat * vpos); vsOut.pos = vpos; vsOut.color = vec4( use_packed_color ? Cd*instCd : Cd, Alpha ); vsOut.texcoord0 = uv; vsOut.texcoord1 = uv2; //<-- I'd need to know how to do this. }
in case of uv. It looks like standard bind. so it's work. but uv2 I can't figure out how to assgins it.
at the moment I'm making just simple lightmap shader but if I know how uv2 channel bind to viewport shader,
it would be powerful.
I've found reference help page here but I cound't found a way to get uv2. https://www.sidefx.com/docs/houdini/shade/glsl.html [www.sidefx.com]
Ps. I'd like to know more about houdini glsl details. If anyone knows leaning source plz let me know.
Any assistance with this problem would be very much appreciated.
Thank you.