gl_FragCoord z always 1
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- 1View Space From gl_FragCoord - Game Development Stack ...
Space & Sound? Defying Physics? 1 · Why are normal maps in tangent space but not in normal space?...
- 2(gl_FragCoord.z / gl_FragCoord.w) for quick depth calculation ...
You can refer to chapter 2.13 “Coordinate Transformations” of OpenGL specs, and to the fact, that...
- 3gl_FragCoord.x, y, z being 1 for all pixels and w being the depth
w be representing depth information while gl_FragCoord.z is always 1.0 for all fragments? glsl th...
- 4OpenGL Insights - 第 552 頁 - Google 圖書結果
gl_FragCoord = gl_Position; Listing 39.1. ... In the pixel shader, the z-value is multiplied by 1...
- 5WebGL2 Fog
In between 0 and 1 you get a percentage of both colors. You could implement mix yourself like ......