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我使用这种着色器与此结果:的Stage3D着色器怪异的行为将变
<script id="per-fragment-lighting-vs2" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uMV2Matrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
varying vec2 vTextureCoord;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
void main(void) {
gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
vTransformedNormal = uNMatrix * aVertexNormal;
}
</script>
<script id="per-fragment-lighting-fs2" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vTextureCoord;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
uniform float uMaterialShininess;
uniform vec3 uAmbientColor;
uniform vec3 uPointLightingLocation;
uniform vec3 uPointLightingSpecularColor;
uniform vec3 uPointLightingDiffuseColor;
uniform sampler2D uSampler;
void main(void) {
vec4 fragmentColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
gl_FragColor = fragmentColor;
}
</script>
但是,如果我在着色器中加一个变量它完全改变了结果,虽然它不是用在片段着色器:
<script id="per-fragment-lighting-vs2" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uMV2Matrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
varying vec2 vTextureCoord;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
void main(void) {
gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0);
vTextureCoord = aTextureCoord;
vTransformedNormal = uNMatrix * aVertexNormal;
**vPosition = vec4(1,1,1,1);**
}
</script>
你能帮我解释一下这里发生了什么吗?
谢谢!
是否使用glsl2agal? – jordancpaul 2013-03-13 19:02:29
是的,但我已经找到了解决方案。我必须更新答案,谢谢! – 2013-03-14 09:31:41