我需要在同一网格上添加两个纹理。我有一个带有纹理的八面体,我想在其上面添加第二个纹理。我该如何实现?出现第一个纹理,但第二个没有。我在.js文件中创建了两个不同的纹理,并为它们两个启用了两个不同的纹理插槽。我确实绑定了纹理,并将纹理插槽作为片段着色器中的一个统一传递。我认为我的HTML文件是错误的,因此我要附加HTML文件的代码。
<script id="shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
uniform sampler2D uSampler;
uniform sampler2D uSampler1;
void main(void) {
vec3 c;
vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
vec4 textureColor1 = texture2D(uSampler1, vec2(vTextureCoord.s, vTextureCoord.t));
c = textureColor.rgb * textureColor.a + textureColor1.rgb * textureColor1.a * (1.0 - textureColor.a);
gl_FragColor= vec4(c, 1.0);
}
</script>
<script id="shader-vs" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
uniform vec3 uLightingDirection;
uniform vec3 uDirectionalColor;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
void main(void) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 0.5);
vTextureCoord = aTextureCoord;
vec3 transformedNormal = uNMatrix * aVertexNormal;
float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0);
vLightWeighting = uDirectionalColor * directionalLightWeighting;
}
</script>