I’m trying to create a shader that uses the vertex colors of the model for lightning, and blends two texture together ( I’m looking for an additive result )
The shader works as I want when I’m not emulating OpenGL ES2.0.
As far as I can figure out “Combine texture * constant + previous” is the problem, but I can’t seem to find a way around it.
I was hoping I could do this in one pass…
The only three argument combiner function that works on iOS is Combine src1 Lerp(src2) src3, so your second texture stage won’t work.
If you need help writing the shader; please tell me exactly what you want to do; I can’t tell from your code. (I understand what your code does, but not why. One texture can be overbrightened by vert colors, but the other can’t? Is Blend Texture a firey effect?) It’s possible it can’t be done in one pass with the MBXLite or even GLES 1.1 altogether; if so, do you want a single pass that looks wrong, or two passes that look right?