#version 300 es//使用深度之前要加上这段代码(这段具体应该是设置深度扩展,具体我也没有找到define这段具体的使用说明)#definegl_FragDepthEXT gl_FragDepthvoidmain(void){//gl_FragDepth未float类型gl_FragDepth=1.0;}$\color{red}{注:下面是支付宝打赏码,知识第一,打赏随意,欢迎转发o(*~~*)ブ}$![支...
The fragment shader can explicitly set the depth value for the current fragment. This operation can be expensive because it can cause the early-z optimization to be disabled. However, it is needed in cases where the z-depth is modified on the fly. This functionality is exposed through theEXT...
Instanced Drawing Depth Textures (WEBGL_depth_texture) UNSIGNED_INT indices (OES_element_index_uint) Setting gl_FragDepth(EXT_frag_depth) Blend Equation MIN/MAX (EXT_blend_minmax) Direct texture LOD access (EXT_shader_texture_lod) Multiple Draw Buffers (WEBGL_draw_buffers) Non-Power of 2 T...
图形装配完成后,开始光栅化 光栅化后每一个片元都可以用内置变量gl.FragCoord来表示 从片元(Frag)相对应的gl.FragCoord中读取信息并对每个片元生成独立的颜色信息gl.FragColor,并保存到颜色缓冲区 当所有的片元都有有颜色信息后,将颜色缓冲区的图形渲染到浏览器中 用文字表述可能不够直观,我们来用图形表示: 我们...
Depth Textures (WEBGL_depth_texture) UNSIGNED_INT indices (OES_element_index_uint) Setting gl_FragDepth(EXT_frag_depth) Blend Equation MIN/MAX (EXT_blend_minmax) Direct texture LOD access (EXT_shader_texture_lod) Multiple Draw Buffers (WEBGL_draw_buffers) ...
我正在用webgl编写一个3D应用程序,并且需要提供包含在纹理中的我自己的深度数据,我当前的代码是这样做的: varying vec2 vUv; vUv = uv;文件系统: gl_FragDepth = texture2D(depthTex, vUv).r;然而,gl_FragDepth在opengl-es中是禁用的(因此webgl也 ...
Depth Textures (WEBGL_depth_texture) UNSIGNED_INT indices (OES_element_index_uint) Setting gl_FragDepth(EXT_frag_depth) Blend Equation MIN/MAX (EXT_blend_minmax) Direct texture LOD access (EXT_shader_texture_lod) Multiple Draw Buffers (WEBGL_draw_buffers) ...
'#define gl_FragDepthEXT gl_FragDepth', '#define texture2D texture', '#define textureCube texture', '#define texture2DProj textureProj', '#define texture2DLodEXT textureLod', '#define texture2DProjLodEXT textureProjLod', '#define textureCubeLodEXT textureLod', '#define texture2D...
gl_FragCoord包含当前片元相对于窗口的坐标值 x、y、z 与 1/w gl_FrontFacing布尔型,通过其值可判断正在处理的片元是否属于光栅化阶段此片元生成的对应图元的正面。正面 true,反面 false,一般用于开发与双面光照功能相关的应用程序中。 gl_PointCoord(vec2)当启用点精灵时,gl_PointCoord的值表示当前图元中片元的...
EXT_frag_depth(still draft) - opaque ray-traced geometry, e.g., ellipsoids, sensors, etc. Draft WebGL Extensions WEBGL_color_buffer_floatandEXT_color_buffer_half_floatfor HDR (I think). WEBGL_compressed_texture_atcandWEBGL_compressed_texture_pvrtc- for glTF ...