1.drawScene中写入
//设置Alpha
var blending = document.getElementById("blending").checked;
if (blending) {
gl.blendFunc(gl.SRC_ALPHA, gl.ONE);
gl.enable(gl.BLEND);
gl.disable(gl.DEPTH_TEST);
gl.uniform1f(shaderProgram.alphaUniform, parseFloat(document.getElementById("alpha").value));
} else {
gl.disable(gl.BLEND);
gl.enable(gl.DEPTH_TEST);
}
2.fragment中声明(透明度与vertex无关)
//设置透明度(depth buffer)
uniform float uAlpha;
void main(void) {
//gl_FragColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
gl_FragColor = vec4(textureColor.rgb * vLightWeighting, textureColor.a*uAlpha);
}
3.shaderProgram绑定shaderProgram
shaderProgram.alphaUniform = gl.getUniformLocation(shaderProgram,"uAlpha");