GPU编程之GLSL(四)——片段着色器

本文列出三种片段着色器:

 

清除片段着色器

void main(void)

{

      gl_FragColor=vec4(0.0,0.0,0.0,0.0);

}


 

 

流经片段着色器

uniform sampler2D texture

 

void main(){

      vec4 color=texture2D(texture,gl_TexCoord[0].st);

      gl_FragColor=color;

}


 

这个片段着色器相当于具有纹理映射工能的流经着色器,因为如果不使用该着色器,OpenGL也会以相同的效果映射纹理

 

卷积着色器convolution.flag

#extenson GL_ARB_texture_rectangle : enable

 

uniform sampler2DRect texture;

uniform float fRadius;

float nWidth=3.0;

float nHeight=3.0;

 

void main(void)

{

      vec2 pos=gl_TexCoord[0].st;                       //获取当前纹理元坐标值

      vec4 fSum=vec4(0.0,0.0,0.0,0.0);                //邻近元素取值之和

      vec4 fTotal=vec4(0.0,0.0,0.0,0.0);               //邻近元素个数

      vec4 vec4result=vec4(0.0,0.0,0.0,0.0);        //覆盖当前纹理元的输出坐标

 

      //邻近元素求和。坐标值加上0.5,以防计算误差

      for(float ii=pos.x-fRadius;ii=0.0&&jj>=0.0&&ii


 

 

 

参考文献:

仇德元.《GPGPU编程技术——从GLSL、CDPU到OpenGL》[M].河北省三河市:机械工业出版社,2012年:323.

 

 

 

 

 

 

 

 

 

 

 

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