本文整理汇总了TypeScript中neuroglancer/webgl/shader.ShaderBuilder.addVarying方法的典型用法代码示例。如果您正苦于以下问题:TypeScript ShaderBuilder.addVarying方法的具体用法?TypeScript ShaderBuilder.addVarying怎么用?TypeScript ShaderBuilder.addVarying使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类neuroglancer/webgl/shader.ShaderBuilder
的用法示例。
在下文中一共展示了ShaderBuilder.addVarying方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的TypeScript代码示例。
示例1: ShaderBuilder
`elementWiseTextureShader:${numTextures}:${getObjectId(shaderModule)}`, () => {
let builder = new ShaderBuilder(gl);
builder.addVarying('vec2', 'vTexCoord');
builder.addUniform('sampler2D', 'uSampler', numTextures);
builder.addInitializer(shader => {
let textureIndices: number[] = [];
for (let i = 0; i < numTextures; ++i) {
textureIndices[i] = i;
}
gl.uniform1iv(shader.uniform('uSampler'), textureIndices);
});
for (let i = 0; i < numTextures; ++i) {
builder.addFragmentCode(`
vec4 getValue${i}() {
return texture2D(uSampler[${i}], vTexCoord);
}
`);
}
builder.addUniform('mat4', 'uProjectionMatrix');
builder.require(shaderModule);
builder.addAttribute('vec4', 'aVertexPosition');
builder.addAttribute('vec2', 'aTexCoord');
builder.setVertexMain(
'vTexCoord = aTexCoord; gl_Position = uProjectionMatrix * aVertexPosition;');
return builder.build();
});
示例2: ShaderBuilder
return gl.memoize.get('trivialColorShader', () => {
let builder = new ShaderBuilder(gl);
builder.addVarying('vec4', 'vColor');
builder.setFragmentMain('gl_FragColor = vColor;');
builder.addAttribute('vec4', 'aVertexPosition');
builder.addAttribute('vec4', 'aColor');
builder.addUniform('mat4', 'uProjectionMatrix');
builder.setVertexMain('vColor = aColor; gl_Position = uProjectionMatrix * aVertexPosition;');
return builder.build();
});
示例3: defineShader
defineShader(builder: ShaderBuilder) {
builder.addUniform('highp vec4', 'uColor');
builder.addUniform('highp vec4', 'uColorSelected');
builder.addUniform('highp uint', 'uSelectedIndex');
builder.addVarying('highp vec4', 'vColor');
// Transform from camera to clip coordinates.
builder.addUniform('highp mat4', 'uProjection');
builder.addUniform('highp uint', 'uPickID');
builder.addVarying('highp uint', 'vPickID', 'flat');
builder.addVertexCode(`
highp uint getPickBaseOffset() { return uint(gl_InstanceID) * ${this.pickIdsPerInstance}u; }
`);
builder.addFragmentCode(`
void emitAnnotation(vec4 color) {
emit(color, vPickID);
}
`);
}
示例4: defineShader
defineShader(builder: ShaderBuilder) {
builder.addAttribute('highp vec3', 'aSphereVertex');
builder.addVarying('highp float', 'vLightingFactor');
// projectionMatrix = cameraMatrix * modelViewMat
// normalTransformMatrix = (modelViewMat^{-1})^T
// eff modelViewMat = modelViewMat * scalMat(radii)
// normalTransformMatrix = (modelViewMat * scalMat)^{-1}^T
// = (scalMat^{-1} * modelViewMat^{-1})^T
// = modelViewMat^{-1}^T * (scalMat^{-1})^T
builder.addVertexCode(`
void emitSphere(mat4 projectionMatrix, mat4 normalTransformMatrix, vec3 centerPosition, vec3 radii, vec4 lightDirection) {
vec3 vertexPosition = aSphereVertex * radii + centerPosition;
gl_Position = projectionMatrix * vec4(vertexPosition, 1.0);
vec3 normal = normalize((normalTransformMatrix * vec4(aSphereVertex / radii, 0.0)).xyz);
vLightingFactor = abs(dot(normal, uLightDirection.xyz)) + uLightDirection.w;
}
`);
}