开始学习GLSL

There are three types of inputs and outputs in a shader: uniforms, attributes and varyings.

Uniforms are values which do not change during a rendering, for example the light position or the light color. Uniforms are available in vertex and fragment shaders. Uniforms are read-only.

Attributes are only available in vertex shader and they are input values which change every vertex, for example the vertex position or normals. Attributes are read-only.

Varyings are used for passing data from a vertex shader to a fragment shader. Varyings are (perspective correct) interpolated across the primitive. Varyings are read-only in fragment shader but are read- and writeable in vertex shader (but be careful, reading a varying type before writing to it will return an undefined value). If you want to use varyings you have to declare the same varying in your vertex shader and in your fragment shader.

All uniform, attribute and varying types HAVE to be global. You are not allowed to specify a uniform/attribute/varying type in a function or a void.
posted on 2010-02-26 17:01 Len3d 阅读( ...) 评论( ...) 编辑 收藏

转载于:https://www.cnblogs.com/len3d/archive/2010/02/26/1674420.html

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值