varying highp vec2 textureCoordinate;
varying vec2 textureCoordinate2;
uniform sampler2D inputImageTexture;
uniform sampler2D inputImageTexture2;
uniform lowp float intensity;
void main() {
highp vec4 newColor = texture2D(inputImageTexture2,textureCoordinate2);
highp vec4 vColor = texture2D(inputImageTexture, textureCoordinate);
newColor.r = newColor.r + vColor.r * (1.0 - newColor.a);
newColor.g = newColor.g + vColor.g * (1.0 - newColor.a);
newColor.b = newColor.b + vColor.b * (1.0 - newColor.a);
gl_FragColor = vec4(mix(vColor.rgb, newColor.rgb, 0.86), newColor.a);
};
但结果有一些"错误颜色"在这里,如何解决这个问题?
答案 0 :(得分:0)
我自己找到了答案,这是因为我从同一个FBO纹理中编写和读取,现在我改变它并且工作正常!