在GLSL 中使用循环时一定要注意:只有一个循环变量,循环变量必须使用简单的语句来增减(如 i++, i–, i+=constant, i-=constant等),循环终止条件也必须是循环变量和常量的简单比较,在循环内部不能改变循环变量的值。 以下代码是 GLSL 中不支持的循环用法的示例: 1 2 3 4 5 6 7 8 9 10 11 float myArr...
[0-9]+([.][0-9]+)?([Ee][-+]?[0-9]+)?%% 'doubleConstant' %%[a-zA-Z_][a-zA-Z0-9_]*%% 'identifier' %grammarName GLSL %blockComment on %inlineComment on 有了解析器,就有了单词流List<Token>和语法树Node。面对GLSL代码的语法树,我们如何对源代码进行格式化呢?
const specifies constants. c[NUM] is a vec2 constant array. Notes its initialization is convenience like C language. col[NUM] is a variable array of type vec3 with NUM elements. int i declares i as an integer. const int NUM = 9; const float threshold = 0.05; const vec2 c[NUM] = ...
- define an array of generic vertex attribute data Parameters index Specifies the index of the generic vertex attribute to be modified. size Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRA is accepted by glVertex...
这会使data2的size比常量值arraySize多2,无论常量值arraySize在shader被lower到可执行代码时的值为多少。 使用了特化常量所形成的表达式, 在shader中也会表现得好像一个特化常量,而不像一个常量。 arraySize + 2 // a specialization constant (with no constant_id) 此类表达式可以作为一个常量使用在相同的地方...
int array[10]; int index = 5; vec4 color = array[index]; // 错误:index expression must be constant 修正后的示例: glsl int array[10]; vec4 color = array[5]; // 正确:使用常量作为索引 如果必须在运行时确定索引,可以考虑使用纹理或其他GPU友好的数据结构: glsl uniform sampler2D arrayTex...
Specifies the number of components per generic vertex attribute. Must be 1, 2, 3, 4. Additionally, the symbolic constant GL_BGRA is accepted by glVertexAttribPointer. The initial value is 4. type Specifies the data type of each component in the array. The symbolic constants GL_BYTE, GL_...
If we keep the field of view value constant of the projection matrix (so no more camera zoom) we only have to update it once in our application - this means we only have to insert this into the buffer only once as well. Because we already allocated enough memory in the buffer object ...
GLSL不需要你有一个NVIDIA显卡,所以它是一个更便携的解决方案(你仍然可以选择OpenCL )。并行性能得到...
請參閱How to: Createa ConstantBuffer and ShaderConstants。 varying 您初始化頂點著色器內的變化變數,並將它傳遞至片段著色器中的同名變化變數。 由於頂點著色器僅設定每個頂點上的變化變數的值,因此點陣化程式會插入這些值 (以透視校正的方式),以產生每個片段值,以傳入片段著色器中。 這些變數在每個三角形上有...