我正在尝试将for opengl的glsl转换为glsl for opengl es。
这是我要翻译的glsl代码。
对于顶点着色器
varying vec2 texcoord0;
varying vec2 texcoord1;
varying vec2 texcoord2;
varying vec2 texcoord3;
varying vec2 texcoord4;
varying vec2 texdim0;
varying vec2 texcoordLUT;
uniform float sharpness;
void main()
{
gl_Position = ftransform();
texcoord0 = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);
texcoordLUT = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord1);
texdim0 = vec2 (abs(gl_TextureMatrix[0][0][0]),abs(gl_TextureMatrix[0][1][1]));
texcoord1 = texcoord0 + vec2(-sharpness, -sharpness);
texcoord2 = texcoord0 + vec2(+sharpness, -sharpness);
texcoord3 = texcoord0 + vec2(+sharpness, +sharpness);
texcoord4 = texcoord0 + vec2(-sharpness, +sharpness);
}
对于片段着色器
uniform float amount;
uniform float vignette;
uniform sampler4DRect tex0;
uniform sampler1D tex1;
varying vec2 texcoord0;
varying vec2 texcoord1;
varying vec2 texcoord2;
varying vec2 texcoord3;
varying vec2 texcoord4;
varying vec2 texdim0;
varying vec2 texcoordLUT;
const vec4 one = vec4(1.0);
const vec4 two = vec4(2.0);
const vec4 lumcoeff = vec4(0.299,0.587,0.114, 0.);
vec4 vignetteFucntion(vec2 normalizedTexcoord)
{
normalizedTexcoord = 2.0 * normalizedTexcoord - 1.0;
float r = length(normalizedTexcoord);
return 1.0 - vec4(smoothstep(0.5,1.0,r)) + 0.5;
}
vec4 hardlight(vec4 a, vec4 b, float amount)
{
vec4 result;
vec4 branch1;
vec4 branch2;
float luminance = dot(b,lumcoeff);
float mixamount;
mixamount = clamp((luminance - 0.45) * 10., 0., 1.);
branch1 = two * a * b;
branch2 = one - (two * (one - a) * (one - b));
result = mix(branch1,branch2, vec4(mixamount));
return mix(a,result, amount);
}
void main (void)
{
vec2 normcoord = texcoord0/texdim0;
vec4 vignetteResult = vignetteFucntion(normcoord);
vec4 input0 = texture2DRect(tex0, texcoord0);
vec4 input1 = texture2DRect(tex0, texcoord1);
vec4 input2 = texture2DRect(tex0, texcoord2);
vec4 input3 = texture2DRect(tex0, texcoord3);
vec4 input4 = texture2DRect(tex0, texcoord4);
vec4 sharpened = 5.0 * input0 - (input1 + input2 + input3 + input4);
vec4 hardlighted = hardlight(sharpened,input0, .5);
vec4 saturated = mix(vec4(dot(hardlighted,lumcoeff)), hardlighted, 0.75);
vec4 result;
result.r = texture1D(tex1, saturated.r).r;
result.g = texture1D(tex1, saturated.g).g;
result.b = texture1D(tex1, saturated.b).b;
result.a = saturated.a;
gl_FragColor = mix(input0, result * (mix(vec4(1.0),vignetteResult, vignette)),amount);
}
我想知道如何翻译gl_TextureMatrix [0],gl_TextureMatrix [1]和gl_TextureMatrix [0] [0] [0]。 他们是什么意思?
答案 0 :(得分:2)
gl_TextureMatrix是一个变换矩阵,用于变换纹理坐标(例如,如果您想在静态形状上旋转或缩放纹理。
它是标准OpenGL中不推荐使用的内置变量。在现代OpenGL / OpenGLES中处理此问题的正确方法是声明自己的统一矩阵,而不是使用内置的gl_TextureMatrix
,并更新这些统一矩阵,而不是执行旋转/转换到OpenGL的GL_TEXTURE_MATRIX