Has anyone already achieved this ?
i have already my Detail map shader (texture stage 2) but i want it to take AppGameKit built'in shadows into account at the same time
i have tried (in shadow mode 1/2 for the moment which use only one texture stage (7) ...) :
gl_FragColor = texture2D(texture0, uv0Varying) * texture2D(texture2, uv2Varying) * texture2D(texture7, uv7Varying);
but it only darkens the texture without any shadows ... (arg !)... without the shader the object correctly receives shadows
I don't imagine in mode 3 (cascade with all additional texture stage)... lol
Shaders are not my friends :p
thanks for any help