You can create your vertex shader in two ways (that I know).
创建顶点着色程序你可有两种方法。
If possible simplify your pixel shaders by moving code to vertex shader.
如果可能,为了简化你的像素着色器,把代码移动到顶点着色器中。
A vertex shader consists of two parts: shader function and shader declaration.
顶点着色器包含两个部分:着色器函数和着色器声明。
This way, not every person will be able to read and modify your vertex shader source.
使用这种方法,就不是每一个人都可以看到你的顶点着色源文件了。
Now let's see how these registers and instructions are typically used in the vertex shader ALU .
现在让我们来看看在顶点着色运算器中这些寄存器和指令如何被典型的运用。
The new GLSL texture vertex shader is very similar to the color vertex shader that we covered in the previous tutorial.
本章gls L纹理顶点着色器和前面教程的颜色顶点着色器非常类似。
Of course, in the vertex shader I just write a general equation so we don't have to deal with each special case individually like this.
当然,在顶点着色器中,我们可以使用一个通用的公式来计算和叠加光照,而不需要像上面提到的那样分别应付各种不同的情形。
The following three lines from the vertex shader code determine the absolute offset into the matrix array which is stored as constants.
下列三行顶点着色代码,求出矩阵数组里存储的常量的绝对偏移量。
Load the program with the expanded interface. Parameter shadowing is enabled (second parameter = TRUE). Ignore vertex shader specifc flags, such as declaration usage.
从高配接口读取程序,参数映射启用,忽略顶点着色器特殊标志,就像使用声明。
Shader function defines what operations must be executed on a single vertex.
着色器函数定义了单个顶点上可以执行的操作。
Vertices are read from the vertex data stream and are sequentially processed by the shader function.
从顶点数据流中读出顶点后,就由着色器函数来对其进行处理。
Forward rendering additive pass. This makes the shader support one full directional light, with all other lights computed per-vertex/SH. Makes shaders smaller as well.
禁用正向渲染添加通道。这会使这个着色器支持一个完整的方向光和所有逐顶点/SH计算的光照,使着色器变小。
Is the distinction between vertex and pixel shader necessary or even beneficial?
顶点和像素着色器是必要的甚至是有益的区别?
This shader only does per-vertex lighting, giving a much higher throughput on low-end CARDS.
这个着色器(shader)只进行顶点光照,在低端卡提供高得多的吞吐量。
This shader only does per-vertex lighting, giving a much higher throughput on low-end CARDS.
这个着色器(shader)只进行顶点光照,在低端卡提供高得多的吞吐量。
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