我的目标是为一组由两点之间的插值确定的片段着色。在我写的代码下面,它没有用。。
我也添加了一些评论,可能是我犯了一些错误或我误解的东西。
感谢您的帮助。
#ifdef GL_ES
precision highp float;
#endif
uniform vec2 u_resolution;
void main(){
vec2 position = gl_FragCoord.xy / u_resolution;
vec4 color = vec4(0.97, 0.1, 0.53, 1.0);
// center (hopefully)
vec2 P1 = vec2(0.0,0.0);
// top right
vec2 P2 = vec2(1.0,1.0);
// generate 100 points between P1...P2
for(float i = 0.0; i < 1.0; i+=0.01) {
float lerpX = mix(P1.x, P2.x, i);
float lerpY = mix(P1.y, P2.y, i);
vec2 interpolatedPoint = vec2(lerpX, lerpY);
// check if current fragment is one of the
// interpolated points and color it
if (position.x == interpolatedPoint.x) {
gl_FragColor = color;
} else {
discard;
}
}
}
答案 0 :(得分:1)
position.x == interpolatedPoint.x
是浮点比较,几乎从不评估为真。您的代码会丢弃所有片段。实现浮点比较。计算两个值差的绝对值,并与一个epsilon进行比较:
if (distance(position, interpolatedPoint) <= 0.01) {
gl_FragColor = color;
}
答案 1 :(得分:1)
工作解决方案
#ifdef GL_ES
precision highp float;
#endif
uniform vec2 u_resolution;
void main(){
vec2 position = gl_FragCoord.xy / u_resolution;
vec4 color = vec4(0.97, 0.1, 0.53, 1.0);
// center (hopefully)
vec2 P1 = vec2(0.0,0.0);
// top right
vec2 P2 = vec2(1.0,1.0);
// generate 100 points between P1...P2
for(float i = 0.0; i < 1.0; i+=0.01) {
float lerpX = mix(P1.x, P2.x, i);
float lerpY = mix(P1.y, P2.y, i);
vec2 interpolatedPoint = vec2(lerpX, lerpY);
// check if current fragment is one of the
// interpolated points and color it
if (distance(position, interpolatedPoint) <= 0.01) {
gl_FragColor = color;
}
}
}