OpenGL ES着色器语言规范 6.4 跳转 目录6.4 跳转 6.4 跳转 以下为跳转关键字: jump_statement: continue; break; return; return expression; discard; // 仅在片元着色器中使用 没有“goto”...OpenGL ES着色器语言规范 6.2 选择 目录6.2 选择 6.2 选择 着色语言中的条件控制流由if或if-else完成: if (...
选择(Selection) 选择语句(Selection Statement) 在GLSL ES 中有以下三种选择语句: if 当条件表达式为 true 时执行下方的语句块。 代码语言:javascript 代码运行次数:0 运行 AI代码解释 if(布尔表达式){// 语句...}// 如下:int a=0;if(a==0){a++;}// a = 1 if-else 当条件表达式为 true 时执行第...
·in – for input parameters ·out – for outputs of the function. The returnstatement is also an option for sending the result of a function. ·inout – for parameters that are both input andoutput of a function (新版本的GLSL似乎已经废除) 再创建一个basic.frag,作为fragment shader. #versio...
对于需要处理下级结点的,例如compound_statement : '{' '}' | '{' statement_list '}' ;这个Vn结点,其格式化地输出方法就需要按间接递归的方式依次输出各个结点:public void Format(TextWriter writer, FormatContext context) { writer.Write(this.tkLeftBrace.value); writer.WriteLine(); if (this.statement_...
If the function has the return type void no value is passed back to the caller of the function.\n\nreturn aValue;\n\nIf the function has a non-void return type a parameter of the same type has to be included in the statement. The value is passed back to the caller of the ...
By adding the statement layout (std140) in the definition of the uniform block we tell OpenGL that this uniform block uses the std140 layout. There are two other layouts to choose from that require us to query each offset before filling the buffers. We've already seen the shared layout, ...
·out – for outputs of the function. The returnstatement is also an option for sending the result of a function. ·inout – for parameters that are both input andoutput of a function (新版本的GLSL似乎已经废除) 再创建一个basic.frag,作为fragment shader. ...
if-esle/switch-case for/while/do-while break/continue/return There is nogoto, usediscardto jump out. This statement is only valid under the fragment shader. It should be noted that using this statement will cause the pipeline to discard the current fragment and will not write to the frame...
然后是statement,statement里有个else悬空的问题,幸好虎书里专门对这个问题做了说明,说可以容忍这个冲突,直接选择Shift,忽略Reduction即可。也非常好。 然后是function_definition,出乎意料的是这部分也是符合SLR的。Nice。 最后是declaration,这里遇到了意想不到的大麻烦。GLSL文法里有个<TYPE_NAME>。这个东西我研究了好...
Expression in if statement does not evaluate to a boolean Invalid if expression used in shader code. The following code demonstrates how this error can occur: GLSL struct S { int x; }; bool b[2]; if (S) { // Causes the error because struct types are not allowed in selection IF ...