// __multiversion__ // this signals the loading code to prepend either #version 100 or #version 300 es as apropriate. // to use centroid sampling we need to have version 300 es shaders, which requires changing: // attribute to in // varying to out when in vertex shaders or in when in fragment shaders // defining an out vec4 fragcolor and replacing uses of gl_fragcolor with fragcolor // texture2d to texture #if __version__ >= 300 // version 300 code #define varying in #define texture2d texture


看起来你需要一些关于OpenGL着色器版本差异的代码编写帮助。这里是一个简单的示例,展示了如何在GLSL中根据版本条件编译不同的代码。我会根据你的要求,用简洁的语言和注释来解释,并给出一些额外的逻辑点需要注意。 GLSL版本条件编译示例 ```glsl // 如果版本大于或等于300,则使用OpenGL ES 3.0的语法 #if __VERSION__ >= 300 #version 300 es // 否则,假设使用OpenGL ES 2.0的语法(这里不直接写#version,因为代码框架假设了这种情况) #else // 注意:在实际代码中,你可能需要显式地写#version 100,但这里为了示例省略 #endif // 根据版本定义宏,以简化后续代码 #if __VERSION__ >= 300 #define varying in // 在顶点着色器中,将varying替换为in #define textureFunc texture // 将texture2d函数替换为texture out vec4 fragColor; // 在片段着色器中定义一个输出变量 #else // OpenGL ES 2.0代码保持原样,不需要额外定义 #endif // 顶点着色器 void main() { // 假设有一个位置属性 vec4 position = vec4(gl_Position.xy, 0.0, 1.0); // 注意:这里仅作为示例,实际代码可能不同 // 根据版本,传递数据到片段着色器 // 在OpenGL ES 3.0及更高版本中,使用out #if __VERSION__ >= 300 out_position = position; // 假设out_position是之前定义的输出变量 #else // 在OpenGL ES 2.0中,使用varying gl_Position = position; // 注意:这里仅作为示例,实际应传递其他varying变量 #endif // 对于OpenGL ES 3.0及更高版本,不需要设置gl_Position在顶点着色器中(除非确实需要) // 因为它通常是在渲染管线中自动处理的,除非你有特殊需求 } // 片段着色器 void main() { // 根据输入计算颜色(这里仅作为示例) vec4 color = vec4(1.0, 0.0, 0.0, 1.0); // 红色 // 使用纹理采样(根据版本选择正确的函数) #if __VERSION__ >= 300 // 假设有一个sampler2D类型的uniform变量叫做u_texture // 并且有一个vec2类型的输入变量叫做in_texCoord vec4 texColor = textureFunc(u_texture, in_texCoord); color = mix(color, texColor, 0.5); // 将纹理颜色与红色混合 #else // OpenGL ES 2.0代码,使用texture2D函数 // 注意:这里的代码仅作为逻辑展示,实际中需要确保u_texture和v_texCoord已正确定义 vec4 texColor = texture2D(u_texture, v_texCoord); color = mix(color, texColor, 0.5); #endif // 设置片段颜色 // 在OpenGL ES 3.0及更高版本中,使用自定义的输出变量 #if __VERSION__ >= 300 fragColor = color; #else // 在OpenGL ES 2.0中,使用内置的gl_FragColor gl_FragColor = color; #endif } ``` 额外需要注意的逻辑点 1. 确保兼容性:在编写跨版本兼容的代码时,要特别注意不同版本之间的API和功能差异。确保你的代码在所有目标版本上都能正确编译和运行。 2. 资源管理:在使用不同版本的OpenGL ES时,资源管理(如纹理、缓冲区等)的方式可能有所不同。确保你正确管理资源,避免内存泄漏或资源耗尽。 3. 性能优化:虽然现代OpenGL ES版本提供了更多的功能和更好的性能,但也要注意不要过度使用高级特性,以免导致性能下降。根据具体需求和目标平台选择合适的特性和优化策略。 [2024-12-14 17:37:32 | AI写代码神器 | 910点数解答]
- // __multiversion__ // this signals the loading code to prepend either #version 100 or #version 300 es as apropriate. // to use centroid sampling we need to have version 300 es shaders, which requires changing: // attribute to in // varying to out when in vertex shaders or in when in fragment shaders // defining an out vec4 fragcolor and replacing uses of gl_fragcolor with fragcolor // texture2d to texture #if __version__ >= 300 // version 300 code #define varying in #define texture2d texture(45点数解答 | 2024-12-14 17:33:30)144
- // __multiversion__ // this signals the loading code to prepend either #version 100 or #version 300 es as apropriate. // to use centroid sampling we need to have version 300 es shaders, which requires changing: // attribute to in // varying to out when in vertex shaders or in when in fragment shaders // defining an out vec4 fragcolor and replacing uses of gl_fragcolor with fragcolor // texture2d to texture #if __version__ >= 300 // version 300 code #define varying in #define texture2d texture(356点数解答 | 2024-12-14 17:34:20)177
- // __multiversion__ // this signals the loading code to prepend either #version 100 or #version 300 es as apropriate. // to use centroid sampling we need to have version 300 es shaders, which requires changing: // attribute to in // varying to out when in vertex shaders or in when in fragment shaders // defining an out vec4 fragcolor and replacing uses of gl_fragcolor with fragcolor // texture2d to texture #if __version__ >= 300 // version 300 code #define varying in #define texture2d texture(111点数解答 | 2024-12-14 17:34:20)196
- // __multiversion__ // this signals the loading code to prepend either #version 100 or #version 300 es as apropriate. // to use centroid sampling we need to have version 300 es shaders, which requires changing: // attribute to in // varying to out when in vertex shaders or in when in fragment shaders // defining an out vec4 fragcolor and replacing uses of gl_fragcolor with fragcolor // texture2d to texture #if __version__ >= 300 // version 300 code #define varying in #define texture2d texture(910点数解答 | 2024-12-14 17:37:32)207
- 分析一下这段代码(vertex着色器): // __multiversion__ // this signals the loading code to prepend either #version 100 or #version 300 es as apropriate. // to use centroid sampling we need to have version 300 es shaders, which requires changing: // attribute to in // varying to out when in vertex shaders or in when in fragment shaders // defining an out vec4 fragcolor and replacing uses of gl_fragcolor with fragcolor // texture2d to texture #if __version__ >= 300 #define attribute in #define varying out #if(223点数解答 | 2024-10-19 19:50:37)274
- 分析一下这段代码: // __multiversion__ // this signals the loading code to prepend either #version 100 or #version 300 es as apropriate. // to use centroid sampling we need to have version 300 es shaders, which requires changing: // attribute to in // varying to out when in vertex shaders or in when in fragment shaders // defining an out vec4 fragcolor and replacing uses of gl_fragcolor with fragcolor // texture2d to texture #if __version__ >= 300 #define attribute in #define varying out #ifdef msaa_fr(260点数解答 | 2024-10-19 19:42:17)219
- 分析一下这段 opengl vertex的代码: // __multiversion__ // this signals the loading code to prepend either #version 100 or #version 300 es as apropriate. // to use centroid sampling we need to have version 300 es shaders, which requires changing: // attribute to in // varying to out when in vertex shaders or in when in fragment shaders // defining an out vec4 fragcolor and replacing uses of gl_fragcolor with fragcolor // texture2d to texture #if __version__ >= 300 #define attribute in #define varying out(191点数解答 | 2024-10-19 19:43:44)203
- 分析一下这段代码: // texture2d to texture #if __version__ >= 300 // version 300 code #ifdef msaa_framebuffer_enabled #define _centroid centroid #else #define _centroid #endif _centroid in vec2 uv; #define varying in #define texture2d texture out vec4 fragcolor; #define gl_fragcolor fragcolor #else // version 100 code varying vec2 uv; #endif uniform vec4 current_color; uniform sampler2d texture_0; void main() { vec4 diffuse = texture2d( texture_0, uv ); #ifdef alpha_test if(diffuse.a < 0.5)(215点数解答 | 2024-10-20 09:27:48)176
- 分析一下这段代码: // version 300 code #ifdef msaa_framebuffer_enabled #define _centroid centroid #else #define _centroid #endif _centroid in vec2 uv; #define varying in #define texture2d texture out vec4 fragcolor; #define gl_fragcolor fragcolor #else // version 100 code varying vec2 uv; #endif uniform vec4 current_color; uniform sampler2d texture_0; void main() { vec4 diffuse = texture2d( texture_0, uv ); #ifdef alpha_test if(diffuse.a < 0.5) discard; #endif gl_fragcolor = current_color(741点数解答 | 2024-10-20 09:28:34)195
- 分析一下这段fragment代码: // version 300 code #define varying in #define texture2d texture out vec4 fragcolor; #define gl_fragcolor fragcolor #else(556点数解答 | 2024-11-09 13:44:38)151
- 分析一下这段vertex着色器代码: uniform mat4 worldviewproj; uniform vec4 fog_color; uniform vec4 current_color; attribute mediump vec4 position; attribute vec4 color; varying vec4 color; const float fognear = 0.3; void main() { gl_position = worldviewproj * position; color = mix( current_color, fog_color, color.r ); }(623点数解答 | 2024-10-26 18:47:09)152
- 分析一下这段代码: // version 100 code #endif uniform vec4 overlay_color; varying vec4 light; void main() { vec4 color = mix(vec4(1), light, light.a ); color.rgb = mix(color, overlay_color, overlay_color.a).rgb; gl_fragcolor = color; }(584点数解答 | 2024-11-09 13:43:42)169