我知道分支不是编写着色器的好主意,但我没有想过要避免它的方法。这是我的片段着色器代码:
precision highp float;
varying vec4 v_fragmentColor;
varying vec4 v_pos;
uniform int u_numberOfParticles;
uniform mat4 u_MVPMatrix;
uniform vec3 u_waterVertices[100];
void main()
{
vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0)
vec2 currPos = v_pos.xy;
float accum = 0.0;
vec3 normal = vec3(0, 0, 0);
for ( int i = 0; i < u_numberOfParticles; ++i )
{
// Some calculations here
}
normal = normalize(normal);
float normalizeToEdge = 1.0 - (accum - threshold) / 2.0;
if (normalizeToEdge < 0.3)
finalColor = vec4( 0.1, normalizeToEdge + 0.5, 0.9-normalizeToEdge*0.4, 1.0);
if ( normalizeToEdge < 0.2 )
{
finalColor = vec4( 120.0/255.0, 245.0/255.0, 245.0/255.0, 1.0);
float shade = mix( 0.7, 1.0, normal.x);
finalColor *= shade;
}
gl_FragColor = vec4(finalColor);
}
问题在于:
for ( int i = 0; i < u_numberOfParticles; ++i )
{
// Some calculations here
}
将其更改为:
for ( int i = 0; i < 2; ++i )
{
// Some calculations here
}
即使u_numberOfParticles也是2,也会使帧速率加倍;
将其更改为
for ( int i = 0; i < 100; ++i )
{
if( i == u_numberOfParticles)
break;
// Some calculations here
}
不提供任何fps改进。
我如何应对这种着色器行为?是否有任何技术可以避免这种分支?我认为为不同数量的粒子编写50个不同的着色器是低效的......任何帮助都将受到赞赏。