gl_FragColor = v_vColour * vec4(0.0, 0.0, 0.0, floor(2.0 * clamp(abs(end), 0.0, 1.0) - abs(end))); // 只保留符合条件的值(只保留1或负数,没有任何小数或大于1的数)把这个shader套用到一个1024*1024大小的spr上,绘制的时候没有出现任何东西,但是如果把gl哪一行代码改成gl_FragColor = v_...
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { float pos = (v_vTexcoord.x - u_uv[0]) / (u_uv[1] - u_uv[0]); vec3 col = vec3((u_time * u_speed) + pos, 1.0, 1.0)...
问Gamemaker缩放和拖动EN1 <%@ Page Language="C#" AutoEventWireup="true" CodeFile="ShowImg.aspx.cs...
Revising our earlier dt_ratio expression, we just use clamp() to cap it: dt_ratio = clamp(delta_time / ideal_delta_time, min_cap, max_cap); The value of max_cap is your maximum allowed delta_time/ideal_time; min_cap is your minimum allowed delta_time/ideal_time. Controlling the ...
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add -DNEWGUI into the DEFINES string make clean && make install OSX ??? Contents [hide] 1How it works 1.1Forks 1.2Siblings 1.3Children 1.4States 1.5Creating 2Commands 2.1hideui 2.2replaceui 2.3showui 2.4uialign 2.5uialtimage 2.6uiclamp ...
falloff_refRealThe falloff reference relative to the listener (clamp). falloff_maxRealThe maximum falloff distance relative to the listener. falloff_factorRealThe falloff factor (default 1). s_emit =audio_emitter_create(); audio_emitter_position(s_emit,x,y,0); ...
(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { float pos = (v_vTexcoord.x - u_uv[0]) / (u_uv[1] - u_uv[0]); vec4 texColor = texture2D(gm_BaseTexture, v_vTexcoord); vec3 col = vec3(u_section * ((u_time * u_speed) + pos), u_saturation, ...