vec3 va2[2] = vec3[](vec3(1.0), vec3(0.2, 0.3, 0.5)); 结构体(struct) ①与C语言结构体一样,不可从其他结构体上派生 ②与C语言结构体一样,不允许有构造函数和析构函数 ③ 可直接对2个结构体变量进行比较 #version 330 out vec4 FragColor; struct light // 与C语言一样,不允许从其他结构体...
modelViewMatrix.PushMatrix(); //对整个视图矩阵进行移动 modelViewMatrix.Translate(0.0f, 0.0f, viewZ); //注意,先渲染一次 shaderManager.UseStockShader(GLT_SHADER_TEXTURE_REPLACE, transformPipeline.GetModelViewProjectionMatrix(), 0); //再一次绑定渲染的贴图 glBindTexture(GL_TEXTURE_2D, textures[TEXT...
int j[0]; int j[-1]; void exampleFunction1(int bar[0]) {} void exampleFunction2(int bar[-1]) {} const int bar = 0; void exampleFunction3(float x[bar]) {} void exampleFunction4(float x[0]) {} struct { int z[0]; }; struct { int i, j[0]; } svar; struct { int j...
GLSL还可以定义结构体: struct dirlight { vec3 direction; vec3 color; }; 变量声明一个基本类型变量的方法与C类似,你还可以在声明它的同时进行初始化。 float a,b; // two vector (yes, the comments are like in C) int c = 2; // c is initialized with 2 bool d = true; // d is true ...
struct dirlight { vec3 direction; vec3 color; }; 变量声明一个基本类型变量的方法与C类似,你还可以在声明它的同时进行初始化。 [cpp]view plain copy float a,b; // two vector (yes, the comments are like in C) int c = 2; // c is initialized with 2 ...
varying struct _v2f_ { vec4 Position; vec2 Texcoord; vec4 Color; } v2f; main function of fragment shader void main( void ) { 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 ve...
struct myStruct { vec4 position; vec4 color; vec2 uv; }; An example of code to construct a structure is as follows: glsl myStruct structVar = myStruct(vec4(0.0, 0.0,0.0,0.0), vec4(1.0, 1.0, 1.0, 1.0), vec2(0.5, 0.5)); ...
(which I don’t feel are terribly relevant in the context of Scheme, at least not until uniform locations become prevalent), do-while loops (which have no Scheme analog), and uniform blocks,#line,#undef, and struct uniforms all for no good reason. Let me know if there are any features...
structdirlight { vec3direction; vec3color; }; 变量声明一个基本类型变量的方法与C类似,你还可以在声明它的同时进行初始化。 floata,b;//twovector(yes,thecommentsarelikeinC) intc=2;//cisinitializedwith2 boold=true;//distrue 声明其它类型变量也是按照这种方法,但是初始化与C语言有区别。GLSL非常依赖构...
struct myStruct { vec4 position; vec4 color; vec2 uv; }; An example of code to construct a structure is as follows: glsl myStruct structVar = myStruct(vec4(0.0, 0.0,0.0,0.0), vec4(1.0, 1.0, 1.0, 1.0), vec2(0.5, 0.5)); ...