【发布时间】:2021-04-20 03:27:34
【问题描述】:
目前,我需要片段着色器写入纹理(它确实如此),但不是覆盖,而是混合。这是片段着色器本身
#version 400 core
in vec2 pass_textureCoordinates;
out vec4 out_Color;
layout(location = 1) out vec4 out_location0;
uniform sampler2D modelTexture;
uniform sampler2D bumpTexture;
uniform sampler2D overlayTexture;
uniform sampler2D scratchLevels;
void main(void)
{
vec2 txt = pass_textureCoordinates;
vec4 base = texture(overlayTexture,txt);
vec4 over = texture(modelTexture,txt);
float baseA = base[3] * (1.0f - over[3]);
float overA = over[3];
float finalA = base[3] + (1.0f - base[3]) * overA;
if(finalA == 0)
{
out_Color[0] = 0;
out_Color[1] = 0;
out_Color[2] = 0;
}
else
{
out_Color[0] = (base[0] * baseA + over[0] * overA) / finalA;
out_Color[1] = (base[1] * baseA + over[1] * overA) / finalA;
out_Color[2] = (base[2] * baseA + over[2] * overA) / finalA;
}
out_Color[3] = finalA;
out_location0 = out_Color;
}
如何在不混合的情况下写入纹理?
编辑:我也需要覆盖 alpha 通道
【问题讨论】:
-
"但不是覆盖,而是混合。" - 那么,为什么不禁用blending?或者,您可以将输出的 alpha 通道设置为 1:
out_Color[3] = 1.0;
标签: java opengl glsl textures lwjgl