Uniform mat4 gxl3d_ModelViewProjectionMatrix Here is the GPU program used to render the quad: The first 3D test is simple: a quad with a different color at each vertex: All demos of this tutorial are included in GLSL Hacker Code Sample Pack in the GLSL_OpenGL_32_Interpolation/ folder. I used GLSL Hacker to quickly code the demo and play with GLSL shaders. Let’s see in practice how these qualifiers affect the rendering. The default interpolation qualifier is smooth when no qualifier is present. noperspective: performs a linear interpolation in window space.smooth: performs a perspective correct interpolation.The value given to the fragment shader is the value from the Provoking Vertex for that primitive. These interpolation qualifiers allow to specify the way a vertex shader output is interpolated across a primitive. OpenGL 3 introduced three interpolation qualifiers that are at our disposal in the vertex and fragment shaders.
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