In the coordinate systems tutorial we said that perspective division is performed after the vertex shader has run, dividing the gl_Position's xyz
coordinates by its w
component. We also know from the depth testing tutorial that the z
component of the resulting division is equal to that vertex's depth value. Using this information we can set the z
component of the output position equal to its w
component which will result in a z
component that is always equal to
在Shader修改Depth Value
最新推荐文章于 2023-08-13 20:15:43 发布