vec类型的初始化与赋值 vec2 a = vec2(1.0,2.0); vec2 b = vec2(3.0,4.0); vec4 = vec4(a,b);//c = vec4(1.0,2.0,3.0,4.0); vec2 g = vec2(1.0,2.0); float h = 3.0; vec3 j = vec3(g,h); vec类型的访问 选择子(selector) x,y,z,w r,g,b,a s,t,p,q 搅拌式访问 ...
#version 430outvec3 color;voidmain(void){ color = vec4(0.0,1.0,0.0,1.0); } Vertexshader failed to compile with the following errors: ERROR:0:6:error(#160) Cannot convert from: "const highp 4-component vector of vec4" to: "default out highp 3-component vector of vec3"ERROR:error...
void DirectionalLight(int i, vec3 eye, vec3 epos, vec3 normal, inout vec4 amb, inout vec4 diff, inout vec4 spec) { float dotVP = max(0, dot(normal, normalize(vec3(light[i].position))); float dotHV = max(0, dot(normal, normalize(eye+normalize(vec3(light[i].position))); amb...
vec3 myVec = {0.5, 0.35, 0.7};floatr = myVec.r;floatmyYz = myVec.yz;floatmyQ = myVec.q;//出错,数组越界访问,q代表第四个元素floatmyRY = myVec.ry; //不合法,混合使用记法 较特殊的使用方式,你可以重复向量中的元素,或者颠倒其顺序。如: vec3yxz=myVec.yxz;//调换顺序vec4 mySSTT =...
precision highp float;varying lowp vec2 varyTexCoord;uniform sampler2D colorMap;//该值取自GUPImageconsthighp vec3GRAY=vec3(0.2125,0.7154,0.0721);voidmain(void){vec3 realColor=texture2D(colorMap,varyTexCoord).rgb;//向量点乘float result=dot(realColor,GRAY);gl_FragColor=vec4(vec3(result),1.0...
float|int|void:与C语言对应的浮点数、整型与空类型vec2|vec3|vec4:N维浮点数向量mat2|mat3|mat4:NxN浮点数矩阵sampler2D|samplerCube:2D纹理与立方体纹理 GLSL的类型定义与C语言没有太大的差别: 复制glsl vec3v3=vec3(1.0);// 定义一个全为1.0的三维向量 ...
vec3 color6 = vec3(0.0, 0.6, 0.0); gl_FragColor = vec4(mix(color2, color1, z) + mix(color3, color4, x) - mix(color5, color6, c), 1.0); 就可以达到火焰特效了,要更加逼真的效果就需要不断的尝试颜色的组合,或者加入数学知识。
attribute vec3 aPosition;attribute vec3 aColor;varying vec4 vColor;void main(void) { vColor = aColor; gl_Position = aPosition;} 一个简单的片元着色器实例: varying vec4 vColor;void main(void){ gl_FragColor = vColor;} 内置变量
highp vec4 vector2;vector2.xz = vector0* vector1;3.避免使用分支语句(if语句和个别for语句)下面是分支语句的性能排序 a) 最佳:编译确定的常量 b) 可接受: uniform变量 c) 可能很差: 在shader内计算的变量。解决方案:将各个分支作为单独的shader(可能会增加一点工作量以及复杂度)。4.使用glsl_...