让我以我对GLSL陌生的事实作为开头。
我正在尝试使用着色器在插槽卷轴符号旋转时向其添加模糊效果。我有一个有效的模糊效果,为简单起见,我将其注释掉并隔离了这个问题。
顶点着色器:
//Vertex Shader
attribute vec4 position;
attribute vec4 inColor;
attribute vec2 inUV;
//To be passed to the Fragment Shader "BlurShader.fsh"
varying vec4 colorVarying;
varying vec2 uvOut;
void main()
{
colorVarying = inColor;
gl_Position = position;
uvOut = inUV;
}
片段着色器:
//Fragment Shader
uniform sampler2D tex0;
//Passed from Vertex Shader "BlurShader.vsh"
varying vec4 colorVarying; //ISSUE: this is always solid white
varying vec2 uvOut;
//This is the intensity of the blur. Higher is a larger blur
// 25 is a good starting point
// Could possibly make it a varible to be passed in to control directly from Lua
#define INTENSITY 25.0
vec4 BlurVertical(vec2 size, vec2 uv, float radius) {
if (radius >= 1.0)
{
vec4 C = vec4(0.0);
float height = 1.0 / size.y;
float divisor = 0.0;
for (float y = -radius; y <= radius; y++)
{
C += texture(tex0, uv + vec2(0.0, y * height));
divisor++;
}
return vec4(C.r / divisor, C.g / divisor, C.b / divisor, 1.0);
}
return texture2D(tex0, uv);
}
void main()
{
//Apply blur to final output
//gl_FragColor = BlurVertical(textureSize(tex0, 0), uvOut, INTENSITY);
//gl_FragColor = texture2D(tex0, uvOut) * colorVarying; SAME RESULT
gl_FragColor = texture2D(tex0, uvOut);
}
我的问题是,着色器会导致奇怪的不需要的灰度效果并失去透明度。
我对可能造成这种情况的原因非常困惑,而且似乎找不到任何存在类似问题的人。
答案 0 :(得分:3)
找到了解决方案!我使用的纹理是用YUVA编码的,因此实际上我需要采样4种纹理,然后将其转换为单个RGBA。
X-