My question is, what is the preferred way in GLES 2.0 to write shaders? Is there a best practices guide? Can someone provide an example of a vertex & fragment shader that is a shining example of 'what to do'? Tex_coord = transformed_tex_coord.st / transformed_tex_coord.q Vec4 transformed_tex_coord = texture_matrix * tex_coord_attrib Gl_Position = mvp_matrix * vertex_attrib while others use attributes: attribute vec4 vertex_attrib Gl_Position = projection_matrix * modelview_matrix * vec4(vertex, 1.0) Some shaders use the prefixes 'in' and 'out' to specify data transfer: in vec3 vertex Some shaders use the varying types to transfer data from vertex to fragment shader instead of gl_Position and gl_FragColor. gl_Vertex) to transfer data to and from the application code and the shader. Some shaders specifically use the built in types (ie. I've been searching for examples of shaders in OpenGL and I've seen some varying styles.
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