OpenGL Insights - 第 552 頁 - Google 圖書結果
文章推薦指數: 80 %
gl_FragCoord = gl_Position; Listing 39.1. ... In the pixel shader, the z-value is multiplied by 1/wc to perform perspective correction and is finally ... 搜尋圖片地圖PlayYouTube新聞Gmail雲端硬碟更多»登入圖書我的圖書館說明進階圖書搜尋購買電子書-SGD 61.25取得本書籍的印刷本CRCPress博客來網路書店eslite誠品金石堂網路書店所有書商 » 服務條款 經過CRCPress的准許顯示頁面. 版權所有. 第552頁
延伸文章資訊
- 1OpenGL 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...
- 2gl_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...
- 3(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...
- 4View Space From gl_FragCoord - Game Development Stack ...
Space & Sound? Defying Physics? 1 · Why are normal maps in tangent space but not in normal space?...
- 5LearnOpenGL - Depth Testing
The gl_FragCoord variable also contains a z-component which contains the depth ... The depth test...