Beispiel #1
0
bool
ShaderGenerator::processText(const osg::StateSet* ss, osg::ref_ptr<osg::StateSet>& replacement)
{
    // do nothing if there's no GLSL support
    if ( !_active )
        return false;

    // Capture the active current state:
    osg::ref_ptr<osg::StateSet> current = static_cast<StateEx*>(_state.get())->capture();

    // check for a real osg::Program. If it exists, bail out so that OSG
    // can use the program already in the graph
    osg::StateAttribute* program = current->getAttribute(osg::StateAttribute::PROGRAM);
    if ( dynamic_cast<osg::Program*>(program) != 0L )
        return false;

    // New state set. We never modify existing statesets.
    replacement = ss ? osg::clone(ss, osg::CopyOp::SHALLOW_COPY) : new osg::StateSet();

    // new VP:
    osg::ref_ptr<VirtualProgram> vp = VirtualProgram::cloneOrCreate(replacement.get());
    
    // give the VP a name if it needs one.
    if ( vp->getName().empty() )
    {
        vp->setName( _name );
    }

    std::string vertSrc =
        "#version " GLSL_VERSION_STR "\n" GLSL_PRECISION "\n"
        "varying " MEDIUMP "vec4 " TEX_COORD_TEXT ";\n"
        "void " VERTEX_FUNCTION "(inout vec4 vertexVIEW)\n"
        "{ \n"
        INDENT TEX_COORD_TEXT " = gl_MultiTexCoord0;\n"
        "} \n";

    std::string fragSrc =
        "#version " GLSL_VERSION_STR "\n" GLSL_PRECISION "\n"
        "uniform sampler2D " SAMPLER_TEXT ";\n"
        "varying " MEDIUMP "vec4 " TEX_COORD_TEXT ";\n"
        "void " FRAGMENT_FUNCTION "(inout vec4 color)\n"
        "{ \n"
        INDENT MEDIUMP "vec4 texel = texture2D(" SAMPLER_TEXT ", " TEX_COORD_TEXT ".xy);\n"
        //INDENT MEDIUMP "vec4 texel = texture2DLod(" SAMPLER_TEXT ", " TEX_COORD_TEXT ".xy, 0.0);\n"
        INDENT "color.a *= texel.a; \n"
        "}\n";

    vp->setFunction( VERTEX_FUNCTION,   vertSrc, ShaderComp::LOCATION_VERTEX_MODEL, 0.5f );
    vp->setFunction( FRAGMENT_FUNCTION, fragSrc, ShaderComp::LOCATION_FRAGMENT_COLORING, 0.5f );
    replacement->getOrCreateUniform( SAMPLER_TEXT, osg::Uniform::SAMPLER_2D )->set( 0 );

    return replacement.valid();
}
Beispiel #2
0
bool
ShaderGenerator::processText(const osg::StateSet* ss, osg::ref_ptr<osg::StateSet>& replacement)
{
    // do nothing if there's no GLSL support
    if ( !_active )
        return false;

    // State object with extra accessors:
    StateEx* state = static_cast<StateEx*>(_state.get());

    // check for a real osg::Program. If it exists, bail out so that OSG
    // can use the program already in the graph
    osg::StateAttribute* program = state->getAttribute(osg::StateAttribute::PROGRAM);
    if ( dynamic_cast<osg::Program*>(program) != 0L )
        return false;

    // new state set:
    replacement = ss ? osg::clone(ss, osg::CopyOp::SHALLOW_COPY) : new osg::StateSet();

    // new VP:
    VirtualProgram* vp = 0L;
    if ( VirtualProgram::get(replacement.get()) )
        vp =  osg::clone(VirtualProgram::get(replacement.get()), osg::CopyOp::DEEP_COPY_ALL);
    else
        vp = VirtualProgram::getOrCreate(replacement.get());

    if ( vp->referenceCount() == 1 )
        vp->setName( _name );

    std::string vertSrc =
        "#version " GLSL_VERSION_STR "\n" GLSL_PRECISION "\n"
        "varying " MEDIUMP "vec4 " TEX_COORD_TEXT ";\n"
        "void " VERTEX_FUNCTION "(inout vec4 vertexVIEW)\n"
        "{ \n"
        INDENT TEX_COORD_TEXT " = gl_MultiTexCoord0;\n"
        "} \n";

    std::string fragSrc =
        "#version " GLSL_VERSION_STR "\n" GLSL_PRECISION "\n"
        "uniform sampler2D " SAMPLER_TEXT ";\n"
        "varying " MEDIUMP "vec4 " TEX_COORD_TEXT ";\n"
        "void " FRAGMENT_FUNCTION "(inout vec4 color)\n"
        "{ \n"
        INDENT MEDIUMP "vec4 texel = texture2D(" SAMPLER_TEXT ", " TEX_COORD_TEXT ".xy);\n"
        INDENT "color.a *= texel.a; \n"
        "}\n";

    vp->setFunction( VERTEX_FUNCTION,   vertSrc, ShaderComp::LOCATION_VERTEX_VIEW );
    vp->setFunction( FRAGMENT_FUNCTION, fragSrc, ShaderComp::LOCATION_FRAGMENT_COLORING );
    replacement->getOrCreateUniform( SAMPLER_TEXT, osg::Uniform::SAMPLER_2D )->set( 0 );

    return replacement.valid();
}
bool
ShaderGenerator::processText( osg::StateSet* ss, osg::ref_ptr<osg::StateSet>& replacement )
{
    // do nothing if there's no GLSL support
    if ( !Registry::capabilities().supportsGLSL() )
        return false;

    // State object with extra accessors:
    StateEx* state = static_cast<StateEx*>(_state.get());

    // check for a real osg::Program. If it exists, bail out so that OSG
    // can use the program already in the graph
    osg::StateAttribute* program = state->getAttribute(osg::StateAttribute::PROGRAM);
    if ( dynamic_cast<osg::Program*>(program) != 0L )
        return false;

    // see if the current state set contains a VirtualProgram already. If so,
    // we will add to it if necessary.
    VirtualProgram* vp = dynamic_cast<VirtualProgram*>( ss->getAttribute(VirtualProgram::SA_TYPE) );

    replacement = osg::clone(ss, osg::CopyOp::SHALLOW_COPY);
    //replacement = osg::clone(ss, osg::CopyOp::DEEP_COPY_ALL);

    std::string vertSrc =
        "#version " GLSL_VERSION_STR "\n" GLSL_PRECISION "\n"
        "varying " MEDIUMP "vec4 " TEX_COORD_TEXT ";\n"
        "void " VERTEX_FUNCTION "(inout vec4 vertex_view)\n"
        "{ \n"
        INDENT TEX_COORD_TEXT " = gl_MultiTexCoord0;\n"
        "} \n";

    std::string fragSrc =
        "#version " GLSL_VERSION_STR "\n" GLSL_PRECISION "\n"
        "uniform sampler2D " SAMPLER_TEXT ";\n"
        "varying " MEDIUMP "vec4 " TEX_COORD_TEXT ";\n"
        "void " FRAGMENT_FUNCTION "(inout vec4 color)\n"
        "{ \n"
        INDENT MEDIUMP "vec4 texel = texture2D(" SAMPLER_TEXT ", " TEX_COORD_TEXT ".xy);\n"
        INDENT "color.a *= texel.a; \n"
        "}\n";

    if ( !vp )
        vp = osg::clone( _defaultVP.get() );
    replacement->setAttributeAndModes( vp, osg::StateAttribute::ON );

    vp->setFunction( VERTEX_FUNCTION,   vertSrc, ShaderComp::LOCATION_VERTEX_VIEW );
    vp->setFunction( FRAGMENT_FUNCTION, fragSrc, ShaderComp::LOCATION_FRAGMENT_COLORING );
    replacement->getOrCreateUniform( SAMPLER_TEXT, osg::Uniform::SAMPLER_2D )->set( 0 );

    return replacement.valid();
}
bool
ShaderGenerator::processGeometry( osg::StateSet* ss, osg::ref_ptr<osg::StateSet>& replacement )
{
    // do nothing if there's no GLSL support
    if ( !Registry::capabilities().supportsGLSL() )
        return false;

    // State object with extra accessors:
    StateEx* state = static_cast<StateEx*>(_state.get());

    // check for a real osg::Program in the whole state stack. If it exists, bail out
    // so that OSG can use the program already in the graph. We never override a
    // full Program.
    osg::StateAttribute* program = state->getAttribute(osg::StateAttribute::PROGRAM);
    if ( dynamic_cast<osg::Program*>(program) != 0L )
        return false;

    // see if the current state set contains a VirtualProgram already. If so,
    // we will add to it if necessary.
    osg::ref_ptr<VirtualProgram> vp = 
        dynamic_cast<VirtualProgram*>( ss->getAttribute(VirtualProgram::SA_TYPE) );

    // Check whether the lighting state has changed and install a mode uniform.
    if ( ss->getMode(GL_LIGHTING) != osg::StateAttribute::INHERIT )
    {
        if ( !replacement.valid() )
            replacement = osg::clone(ss, osg::CopyOp::SHALLOW_COPY);
        //if ( !replacement.valid() ) 
        //    replacement = osg::clone(ss, osg::CopyOp::DEEP_COPY_ALL);

        osg::StateAttribute::GLModeValue value = state->getMode(GL_LIGHTING); // from the state, not the ss.
        replacement->addUniform( Registry::shaderFactory()->createUniformForGLMode(GL_LIGHTING, value) );
    }

    // if the stateset changes any texture attributes, we need a new virtual program:
    if (ss->getTextureAttributeList().size() > 0)
    {
        if ( !replacement.valid() )
            replacement = osg::clone(ss, osg::CopyOp::SHALLOW_COPY);
        //if ( !replacement.valid() ) 
        //    replacement = osg::clone(ss, osg::CopyOp::DEEP_COPY_ALL);

        // work off the state's accumulated texture attribute set:
        int texCount = state->getNumTextureAttributes();

        if ( !vp )
        {
            vp = osg::clone( _defaultVP.get() );
            replacement->setAttributeAndModes( vp, osg::StateAttribute::ON );
        }

        // start generating the shader source.
        std::stringstream vertHead, vertBody, fragHead, fragBody;

        // compatibility strings make it work in GL or GLES.
        vertHead << "#version " GLSL_VERSION_STR "\n" GLSL_PRECISION;
        fragHead << "#version " GLSL_VERSION_STR "\n" GLSL_PRECISION;

        // function declarations:
        vertBody << "void " VERTEX_FUNCTION "(inout vec4 vertex_view)\n{\n";

        fragBody << "void " FRAGMENT_FUNCTION "(inout vec4 color)\n{\n";

        for( int t = 0; t < texCount; ++t )
        {
            if (t == 0)
            {
                fragBody << INDENT << MEDIUMP "vec4 texel; \n";
            }

            osg::StateAttribute* tex = state->getTextureAttribute( t, osg::StateAttribute::TEXTURE );
            if ( tex )
            {
                // see if we have a texenv; if so get its blending mode.
                osg::TexEnv::Mode blendingMode = osg::TexEnv::MODULATE;
                osg::TexEnv* env = dynamic_cast<osg::TexEnv*>(state->getTextureAttribute(t, osg::StateAttribute::TEXENV) );
                if ( env )
                {
                    blendingMode = env->getMode();
                    if ( blendingMode == osg::TexEnv::BLEND )
                    {
                        replacement->getOrCreateUniform( Stringify() << TEXENV_COLOR << t, osg::Uniform::FLOAT_VEC4 )->set( env->getColor() );
                    }
                }

                osg::TexGen::Mode texGenMode = osg::TexGen::OBJECT_LINEAR;
                osg::TexGen* texGen = dynamic_cast<osg::TexGen*>(state->getTextureAttribute(t, osg::StateAttribute::TEXGEN));
                if ( texGen )
                {
                    texGenMode = texGen->getMode();
                }

                vertHead << "varying " MEDIUMP "vec4 " TEX_COORD << t << ";\n";
                fragHead << "varying " MEDIUMP "vec4 " TEX_COORD << t << ";\n";

                // handle different TexGen modes.
                switch(texGenMode)
                {
                case osg::TexGen::SPHERE_MAP:
                    vertBody 
                        //todo: consolidate.
                        << INDENT "{\n" // scope it in case there are > 1
                        << INDENT "vec3 v = normalize(vec3(vertex_view));\n"
                        << INDENT "vec3 n = normalize(gl_NormalMatrix * gl_Normal);\n"
                        << INDENT "vec3 r = reflect(v, n);\n"
                        << INDENT "float m = 2.0 * sqrt(r.x*r.x + r.y*r.y + (r.z+1.0)*(r.z+1.0));\n"
                        << INDENT TEX_COORD << t << ".s = r.x/m + 0.5;\n"
                        << INDENT TEX_COORD << t << ".t = r.y/m + 0.5;\n"
                        << INDENT "}\n";
                    break;

                default:
                    vertBody 
                        << INDENT << TEX_COORD << t << " = gl_MultiTexCoord" << t << ";\n";
                    break;
                }


                if ( dynamic_cast<osg::Texture1D*>(tex) )
                {
                    fragHead << "uniform sampler1D " SAMPLER << t << ";\n";
                    fragBody << INDENT "texel = texture1D(" SAMPLER << t << ", " TEX_COORD << t << ".x);\n";
                    replacement->getOrCreateUniform( Stringify() << SAMPLER << t, osg::Uniform::SAMPLER_1D )->set( t );
                }
#if 1
                else if ( dynamic_cast<osg::Texture2D*>(tex) )
                {
                    fragHead << "uniform sampler2D " SAMPLER << t << ";\n";
                    fragBody << INDENT "texel = texture2D(" SAMPLER << t << ", " TEX_COORD << t << ".xy);\n";
                    replacement->getOrCreateUniform( Stringify() << SAMPLER << t, osg::Uniform::SAMPLER_2D )->set( t );
                }

#else // embosser
                else if ( dynamic_cast<osg::Texture2D*>(tex) )
                {
                    fragHead << "uniform sampler2D " SAMPLER << t << ";\n";
                    fragBody 
                        << INDENT "{\n"
                        << INDENT "float bs = 1.0/256.0;\n"
                        << INDENT "vec4 bm = vec4(0.0);\n"
                        << INDENT "float u = " TEX_COORD << t << ".x;\n"
                        << INDENT "float v = " TEX_COORD << t << ".y;\n"
                        << INDENT "texel = texture2D(" SAMPLER << t << ", vec2(u, v)); \n"
                        << INDENT "bm = texture2D(" SAMPLER << t << ", vec2(u-bs, v-bs)) + \n"
                        << INDENT "     texture2D(" SAMPLER << t << ", vec2(u-bs, v-bs)) - \n"
                        << INDENT "     texel                                            - \n"
                        << INDENT "     texture2D(" SAMPLER << t << ", vec2(u+bs, v+bs));  \n"
                        << INDENT "texel *= vec4( 2.0*(bm.rgb+vec3(0.5,0.5,0.5)),1.0 );\n"
                        << INDENT "}\n";

                    replacement->getOrCreateUniform( Stringify() << SAMPLER << t, osg::Uniform::SAMPLER_2D )->set( t );
                }
#endif

#if 0 // works, but requires a higher version of GL?
                else if ( dynamic_cast<osg::TextureRectangle*>(tex) )
                {
                    fragHead << "uniform sampler2Drect " SAMPLER << t << ";\n";
                    fragBody << INDENT "texel = texture2Drect(" SAMPLER << t << ", " TEX_COORD << t << ".xy);\n";
                    replacement->getOrCreateUniform( Stringify() << SAMPLER << t, osg::Uniform::SAMPLER_2D_RECT )->set( t );
                }
#endif
                // doesn't work. why?
                else if ( dynamic_cast<osg::TextureRectangle*>(tex) )
                {
                    osg::Image* image = static_cast<osg::TextureRectangle*>(tex)->getImage();

                    vertBody 
                        << INDENT << TEX_COORD << t << ".x /= " << (image->s()-1) << ".0;\n"
                        << INDENT << TEX_COORD << t << ".y /= " << (image->t()-1) << ".0;\n";

                    fragHead << "uniform sampler2D " SAMPLER << t << ";\n";
                    fragBody << INDENT "texel = texture2D(" SAMPLER << t << ", " TEX_COORD << t << ".xy);\n";
                    replacement->getOrCreateUniform( Stringify() << SAMPLER << t, osg::Uniform::SAMPLER_2D )->set( t );
                }

                else if ( dynamic_cast<osg::Texture3D*>(tex) )
                {
                    fragHead << "uniform sampler3D " SAMPLER << t << ";\n";
                    fragBody << INDENT "texel = texture3D(" SAMPLER << t << ", " TEX_COORD << t << ".xyz);\n";
                    replacement->getOrCreateUniform( Stringify() << SAMPLER << t, osg::Uniform::SAMPLER_3D )->set( t );
                }

                // See http://www.opengl.org/sdk/docs/man/xhtml/glTexEnv.xml
                switch( blendingMode )
                {
                case osg::TexEnv::REPLACE:
                    fragBody
                        << INDENT "color = texel; \n";
                    break;
                case osg::TexEnv::MODULATE:
                    fragBody
                        << INDENT "color = color * texel; \n";
                    break;
                case osg::TexEnv::DECAL:
                    fragBody
                        << INDENT "color.rgb = color.rgb * (1.0 - texel.a) + (texel.rgb * texel.a); \n";
                    break;
                case osg::TexEnv::BLEND:
                    fragHead
                        << "uniform " MEDIUMP "vec4 " TEXENV_COLOR << t << "\n;";
                    fragBody
                        << INDENT "color.rgb = color.rgb * (1.0 - texel.rgb) + (" << TEXENV_COLOR << t << ".rgb * texel.rgb); \n"
                        << INDENT "color.a   = color.a * texel.a; \n";
                    break;
                case osg::TexEnv::ADD:
                default:
                    fragBody
                        << INDENT "color.rgb = color.rgb + texel.rgb; \n"
                        << INDENT "color.a   = color.a * texel.a; \n";
                }
            }
        }

        // close out functions:
        vertBody << "}\n";
        fragBody << "}\n";

        // Extract the shader source strings (win compat method)
        std::string vertBodySrc, vertSrc, fragBodySrc, fragSrc;
        vertBodySrc = vertBody.str();
        vertHead << vertBodySrc;
        vertSrc = vertHead.str();
        fragBodySrc = fragBody.str();
        fragHead << fragBodySrc;
        fragSrc = fragHead.str();

        // inject the shaders:
        vp->setFunction( VERTEX_FUNCTION,   vertSrc, ShaderComp::LOCATION_VERTEX_VIEW );
        vp->setFunction( FRAGMENT_FUNCTION, fragSrc, ShaderComp::LOCATION_FRAGMENT_COLORING );
    }

    return replacement.valid();
}
Beispiel #5
0
bool
ShaderGenerator::processGeometry( osg::StateSet* ss, osg::ref_ptr<osg::StateSet>& replacement )
{
    // do nothing if there's no GLSL support
    if ( !Registry::capabilities().supportsGLSL() )
        return false;

    // State object with extra accessors:
    StateEx* state = static_cast<StateEx*>(_state.get());

    // check for a real osg::Program in the whole state stack. If it exists, bail out
    // so that OSG can use the program already in the graph. We never override a
    // full Program.
    osg::StateAttribute* program = state->getAttribute(osg::StateAttribute::PROGRAM);
    if ( dynamic_cast<osg::Program*>(program) != 0L )
        return false;

    // see if the current state set contains a VirtualProgram already. If so,
    // we will add to it if necessary.
    VirtualProgram* vp = dynamic_cast<VirtualProgram*>( ss->getAttribute(VirtualProgram::SA_TYPE) );

    // Check whether the lighting state has changed and install a mode uniform.
    if ( ss->getMode(GL_LIGHTING) != osg::StateAttribute::INHERIT )
    {
        if ( !replacement.valid() ) 
            replacement = osg::clone(ss, osg::CopyOp::DEEP_COPY_ALL);

        ShaderFactory* sf = Registry::instance()->getShaderFactory();
        osg::StateAttribute::GLModeValue value = state->getMode(GL_LIGHTING); // from the state, not the ss.
        replacement->addUniform( sf->createUniformForGLMode(GL_LIGHTING, value) );
    }

    // if the stateset changes any texture attributes, we need a new virtual program:
    if (ss->getTextureAttributeList().size() > 0)
    {
        if ( !replacement.valid() ) 
            replacement = osg::clone(ss, osg::CopyOp::DEEP_COPY_ALL);

        // work off the state's accumulated texture attribute set:
        int texCount = state->getNumTextureAttributes();

        if ( !vp )
        {
            vp = osg::clone( _defaultVP.get() );
            replacement->setAttributeAndModes( vp, osg::StateAttribute::ON );
        }

        // start generating the shader source.
        std::stringstream vertHead, vertBody, fragHead, fragBody;

        // compatibility strings make it work in GL or GLES.
        vertHead << "#version " GLSL_VERSION_STR "\n" GLSL_PRECISION;
        fragHead << "#version " GLSL_VERSION_STR "\n" GLSL_PRECISION;

        // function declarations:
        vertBody << "void " VERTEX_FUNCTION "()\n{\n";

        fragBody << "void " FRAGMENT_FUNCTION "(inout vec4 color)\n{\n";

        for( int t = 0; t < texCount; ++t )
        {
            if (t == 0)
            {
                fragBody << INDENT << MEDIUMP "vec4 texel; \n";
            }

            osg::StateAttribute* tex = state->getTextureAttribute( t, osg::StateAttribute::TEXTURE );
            if ( tex )
            {
                // see if we have a texenv; if so get its blending mode.
                osg::TexEnv::Mode blendingMode = osg::TexEnv::MODULATE;
                osg::TexEnv* env = dynamic_cast<osg::TexEnv*>(state->getTextureAttribute(t, osg::StateAttribute::TEXENV) );
                if ( env )
                {
                    blendingMode = env->getMode();
                    if ( blendingMode == osg::TexEnv::BLEND )
                    {
                        replacement->getOrCreateUniform( Stringify() << TEXENV_COLOR << t, osg::Uniform::FLOAT_VEC4 )->set( env->getColor() );
                    }
                }

                vertHead << "varying " MEDIUMP "vec4 " TEX_COORD << t << ";\n";
                vertBody << INDENT << TEX_COORD << t << " = gl_MultiTexCoord" << t << ";\n";

                fragHead << "varying " MEDIUMP "vec4 " TEX_COORD << t << ";\n";

                if ( dynamic_cast<osg::Texture1D*>(tex) )
                {
                    fragHead << "uniform sampler1D " SAMPLER << t << ";\n";
                    fragBody << INDENT "texel = texture1D(" SAMPLER << t << ", " TEX_COORD << t << ".x);\n";
                    replacement->getOrCreateUniform( Stringify() << SAMPLER << t, osg::Uniform::SAMPLER_1D )->set( t );
                }
                else if ( dynamic_cast<osg::Texture2D*>(tex) )
                {
                    fragHead << "uniform sampler2D " SAMPLER << t << ";\n";
                    fragBody << INDENT "texel = texture2D(" SAMPLER << t << ", " TEX_COORD << t << ".xy);\n";
                    replacement->getOrCreateUniform( Stringify() << SAMPLER << t, osg::Uniform::SAMPLER_2D )->set( t );
                }
                else if ( dynamic_cast<osg::Texture3D*>(tex) )
                {
                    fragHead << "uniform sampler3D " SAMPLER << t << ";\n";
                    fragBody << INDENT "texel = texture3D(" SAMPLER << t << ", " TEX_COORD << t << ".xyz);\n";
                    replacement->getOrCreateUniform( Stringify() << SAMPLER << t, osg::Uniform::SAMPLER_3D )->set( t );
                }

                // See http://www.opengl.org/sdk/docs/man/xhtml/glTexEnv.xml
                switch( blendingMode )
                {
                case osg::TexEnv::REPLACE:
                    fragBody
                        << INDENT "color = texel; \n";
                    break;
                case osg::TexEnv::MODULATE:
                    fragBody
                        << INDENT "color = color * texel; \n";
                    break;
                case osg::TexEnv::DECAL:
                    fragBody
                        << INDENT "color.rgb = color.rgb * (1.0 - texel.a) + (texel.rgb * texel.a); \n";
                    break;
                case osg::TexEnv::BLEND:
                    fragHead
                        << "uniform " MEDIUMP "vec4 " TEXENV_COLOR << t << "\n;";
                    fragBody
                        << INDENT "color.rgb = color.rgb * (1.0 - texel.rgb) + (" << TEXENV_COLOR << t << ".rgb * texel.rgb); \n"
                        << INDENT "color.a   = color.a * texel.a; \n";
                    break;
                case osg::TexEnv::ADD:
                default:
                    fragBody
                        << INDENT "color.rgb = color.rgb + texel.rgb; \n"
                        << INDENT "color.a   = color.a * texel.a; \n";
                }
            }
        }

        // close out functions:
        vertBody << "}\n";
        fragBody << "}\n";

        // Extract the shader source strings (win compat method)
        std::string vertBodySrc, vertSrc, fragBodySrc, fragSrc;
        vertBodySrc = vertBody.str();
        vertHead << vertBodySrc;
        vertSrc = vertHead.str();
        fragBodySrc = fragBody.str();
        fragHead << fragBodySrc;
        fragSrc = fragHead.str();

        // inject the shaders:
        vp->setFunction( VERTEX_FUNCTION,   vertSrc, ShaderComp::LOCATION_VERTEX_PRE_LIGHTING );
        vp->setFunction( FRAGMENT_FUNCTION, fragSrc, ShaderComp::LOCATION_FRAGMENT_PRE_LIGHTING );
    }

    return replacement.valid();
}