方法类似CG中写的,但是注意在多纹理输入和输出时:
struct Out
{
half4 color0 : COLOR0;
half4 color1 : COLOR1;
half4 color2 : COLOR2;
};
output.color0 = half4(1,0,0,1);
output.color1 = half4(0,1,0,1);
output.color2 = half4(0,0,1,1);
将由:
gl_FragData[0] = vec4(1,0,0,1);
gl_FragData[1] = vec4(0,1,0,1);
gl_FragData[2] = vec4(0,0,1,1);
取代
struct Out
{
half4 color0 : COLOR0;
half4 color1 : COLOR1;
half4 color2 : COLOR2;
};
output.color0 = half4(1,0,0,1);
output.color1 = half4(0,1,0,1);
output.color2 = half4(0,0,1,1);
将由:
gl_FragData[0] = vec4(1,0,0,1);
gl_FragData[1] = vec4(0,1,0,1);
gl_FragData[2] = vec4(0,0,1,1);
取代