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


这段代码看起来是关于 OpenGL ES 着色器版本的处理。 `__multiversion__` 这个标识可能用于指示加载代码根据情况在开头添加适当的版本声明(`#version 100` 或 `#version 300 es`)。 接下来提到,若要使用质心采样,需要 `version 300 es` 的着色器,并说明了一些相应的语法更改: - 将 `attribute` 更改为 `in` 。 - 将 `varying` 更改为 `out` ,但在顶点着色器和片段着色器中的处理有所不同。 - 定义 `out vec4 fragcolor` 并将 `gl_fragcolor` 的使用替换为 `fragcolor` 。 - 将 `texture2d` 更改为 `texture` 。 最后的 `#if __version__ >= 300` 条件编译指令用于根据版本号来定义一些宏,例如将 `attribute` 定义为 `in` ,将 `varying` 定义为 `out` 。 这段代码主要是在处理不同版本的 OpenGL ES 着色器之间的语法差异和兼容性。 [2024-10-19 19:42:17 | AI写代码神器 | 260点数解答]
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