03-GLSL 语法

2019-06-21  本文已影响0人  SPIREJ
//布尔型 true, false
bool bDone = false;
//有符号整型
int iValue = 42;
//无符号整型
uint uiValue = 5170u;
//浮点型
float fValue = 3.14159f;
//1. 声明向量--4分量的float类型向量
vec4 V1;

//2. 声明向量并且对其进行构造
vec4 V2 = vec4(1,2,3,4);

//3. 向量运算,加,赋值给另外一个向量,与标量相乘
vec4 v;
vec4 vOldPos = vec4(1,2,3,4);
vec4 vOffset = vec4(1,2,3,4);

//注意:后面的变量都假设已经对其定义和构造
v = vOldPos + vOffset;
v = vNewPos;
v += vec4(10,10,10,10);
v = vOldPos * vOffset;
v *= 5;

//4. 向量中元素的获取 可以通过x,y,z,w来获取向量中的元素值
v1.x = 3.0f;
v1.xy = vec2(3.0f,4.0f);
v1.xyz = vec3(3,0f,4,0f,5.0f);

//5. 可以通过颜色控制 r,g,b,a
v1.r = 3.0f;
v1.rgba = vec4(1.0f,1.0f,1.0f,1.0f);

//6. 可以通过纹理坐标s,t,p,q
v1.st = vec2(1.0f,0.0f);

//7.注意!不可以混合赋值
v1.st = v2.xt;//不可以
v1.st = v2.xy;//可以 但是没有意义,不建议

//8.向量支持调换(swizzle)操作,2个或者2个以上向量元素来进行交换
v1.rgba = v2.bgra;
v2.bgra = v1.rgba;

//赋值操作
v1.r = v2.b; 
v1.g = v2.g; 
v1.b = v2.r;
v1.a = v2.a;

//9. 向量还支持一次性对所有分量操作
v1.x = vOtherVerex.x +5.0f; 
v1.y = vOtherVerex.y +4.0f; 
v1.z = vOtherVerex.z +3.0f;

v1.xyz = vOtherVerex.xyz + vec3(5.0f,4.0f,3.0f);
//创建矩阵
mat4 m1,m2,m3;
//2.构造单元矩阵
mat4 m2 = mat4(1.0f,0.0f,0.0f,0.0f
                0.0f,1.0f,0.0f,0.0f,
                0.0f,0.0f,1.0f,0.0f,
                0.0f,0.0f,0.0f,1.0f);

mat4 m4 = mat4(1.0f);

mat4 m3 = mat4(0.5,0.5,0.5,0.5,
                0.5,0.5,0.5,0.5,
                0.5,0.5,0.5,0.5,
                0.5,0.5,0.5,0.5,)

//2.矩阵运算相乘
m1 = m2 * m3;
const float zero = 0.0;
struct forStruct{
 vec4 color;
 float start;
 float end;
}fogVar;

fogVar = fogStruct(vec4(1.0,0.0,0.0,1.0),0.5,2.0);
vec4 color = fogVar.color;
float start = fogVar.start;
float floatArray[4];
vec4 vecArray[2];
//􏵅􏵆
float a[4] = float[](1.0,2.0,3.0,4.0);
vec2 c[2] = vec2[2](vec2(1.0,2.0),vec2(3.0,4.0));
定义函数给3个修饰符
in : (没有指定时,默认限定修饰符),传递进入函数中,函数不能对其进行修改
inout : (传入相应数值,并且可以在函数中进行修改)
out : (函数返回时,可以将其修改)

vec4 myFunc(inout float myFloat, out vec4 m1, mat4 m2){
    //函数中计算
    ...
}

vec4 diffuse(vec3 normal ,vec3 light, vec4 baseColor) {
    return baseColor * dot(normal,light);
}

//注意!!GLSL函数中没有递归!!
if(color.a < 0.25) {
    color *= color.a;
}else { 
    color = vec4(1.0,1.0,1.0,1.0);
}

//循环只支持 while循环/do ... while ... / for
但是!OpenGL ES开发中,尽量减轻逻辑判断,尽量降低循环迭代使用

一、简单的顶点着色器 shaderv.vsh示例

//顶点坐标
attribute vec4 position;
//纹理坐标
attribute vec2 textCoordinate;
//纹理坐标
varying lowp vec2 varyTextCoord;

void main()
{
    //通过varying修饰的varyTextCoord,将纹理坐标传递到片元着色器
    varyTextCoord = textCoordinate;
    //给内建变量gl_Position赋值
    gl_Position = position;
}

二、简单的片元着色器shaderf.fsh示例

//纹理坐标
varying lowp vec2 varyTextCoord;
//纹理采样器(获取对应的纹理ID)
uniform sampler2D colorMap;

void main()
{
    //texture2D(纹理采样器,纹理坐标),获取对应坐标纹素
    gl_FragColor = texture2D(colorMap, varyTextCoord);
}
上一篇下一篇

猜你喜欢

热点阅读