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


这段代码是一个OpenGL着色器(vertex shader)的一部分,用于处理顶点数据。它使用了预处理器指令来根据不同的OpenGL版本进行条件编译。具体来说,它检查当前使用的OpenGL版本是否大于等于300(即OpenGL ES 3.0),如果是,则对一些关键字进行重定义以适应新版本的语法。 1. `#if __version__ >= 300`:这是一个条件编译指令,只有当OpenGL版本大于等于300时,后面的代码才会被编译。 2. `#define attribute in`:将旧版本的attribute关键字替换为新版本的in关键字。在OpenGL ES 3.0中,attribute关键字已被弃用,取而代之的是in关键字。 3. `#define varying out`:将旧版本的varying关键字替换为新版本的out关键字。在OpenGL ES 3.0中,varying关键字已被弃用,取而代之的是out关键字。 这段代码的目的是确保在不同版本的OpenGL中都能正确编译和使用着色器。 [2024-10-19 19:50:37 | AI写代码神器 | 223点数解答]
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