我可以用着色器语言将vec2数组绑定到vec4变量吗?

时间:2013-03-08 01:22:32

标签: opengl-es shader

我可以用着色器语言将vec2数组绑定到vec4变量吗?

例如,在代码打击中,变量“position”是vec4类型,我试图将变量“squareVertices”绑定到它,但squareVertices是一个vec2类型数组,只有(x,y)coodinates,也许默认(x,y,z,w)=(x,y,0,1)?

我的顶点着色器和属性绑定代码:

attribute vec4 position;
attribute vec2 textureCoordinate;
varying vec2 coordinate;
void main()
{
    gl_Position = position;
    coordinate = textureCoordinate;
}

glBindAttribLocation(gProgram, ATTRIB_VERTEX, "position");
glBindAttribLocation(gProgram, ATTRIB_TEXTURE, "textureCoordinate");

// bind attribute values
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);

glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, coordVertices);
glEnableVertexAttribArray(ATTRIB_TEXTURE);

// squareVertices definition
static const GLfloat squareVertices[] = {
    -1.0f, -1.0f,
    0.0f, -1.0f,
    -1.0f,  0.0f,
    0.0f,  0.0f,
};

1 个答案:

答案 0 :(得分:0)

是的,这是合法的。并且,你是正确的,z和w的默认值分别是0和1。这在OpenGL ES 2.0规范的第2.7节中有所介绍。