COGLES2Renderer2D.vsh
/* Attributes */
attribute vec4 inVertexPosition; // 顶点坐标
attribute vec4 inVertexColor; // 顶点颜色
attribute vec2 inTexCoord0; // 纹理坐标
/* Uniforms */
uniform float uThickness; // 绘制的粗细。
/* Varyings */
varying vec2 vTextureCoord; // 纹理坐标
varying vec4 vVertexColor; // 顶点颜色
void main()
{
gl_Position = inVertexPosition;
gl_PointSize = uThickness;
vTextureCoord = inTexCoord0;
vVertexColor = inVertexColor.bgra;
}
COGLES2Renderer2D.fsh
precision mediump float;
/* Uniforms */
uniform int uTextureUsage; // 是否采用纹理。
uniform sampler2D uTextureUnit; // 纹理单元。
/* Varyings */
varying vec2 vTextureCoord; // 纹理坐标
varying vec4 vVertexColor; // 顶点颜色
void main()
{
vec4 Color = vVertexColor;
if (bool(uTextureUsage)) // 如果采用纹理,就把纹理 乘上去。
Color *= texture2D(uTextureUnit, vTextureCoord);
gl_FragColor = Color;
}
COGLES2Renderer2D_noTex.fsh
precision mediump float;
/* Varyings */
varying vec4 vVertexColor; // 顶点颜色
void main()
{
gl_FragColor = vVertexColor;
}
Irrlicht OpenGL-ES2 Driver 系列文章
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