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


这段代码是一个针对不同版本的着色器代码的处理逻辑。根据不同的条件,使用不同的宏和变量赋值来生成适应不同版本的着色器代码。 首先,根据预定义的宏`msaa_framebuffer_enabled`的值,决定`_centroid`的定义。如果`msaa_framebuffer_enabled`被定义,那么`_centroid`被定义为`centroid`;否则,`_centroid`被定义为空字符串。 然后,根据预定义的宏`msaa_framebuffer_enabled`的值,决定`in vec2 uv`的定义。如果`msaa_framebuffer_enabled`被定义,那么`uv`被定义为`_centroid`;否则,`uv`被定义为空字符串。 接着,根据预定义的宏`msaa_framebuffer_enabled`的值,决定其他的宏和变量的定义。如果`msaa_framebuffer_enabled`被定义,那么`varying`被定义为`in`,`texture2d`被定义为`texture`,`out vec4 fragcolor`被定义为`gl_fragcolor`。如果`msaa_framebuffer_enabled`未被定义,那么没有这些宏和变量的定义。 根据预定义的宏`alpha_test`的值,决定是否进行片段丢弃判定。如果`alpha_test`被定义,且`diffuse.a`小于0.5,那么执行`discard`操作丢弃当前片段。无论是否进行了片段丢弃,最后将`current_color`赋值给`gl_fragcolor`。 总体来说,这段代码是根据不同版本的条件进行了宏定义和变量赋值,并进行了片段丢弃判定,最后将颜色值赋给`gl_fragcolor`。 [2024-10-20 09:28:34 | AI写代码神器 | 741点数解答]
- 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: 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 * diffuse; }(331点数解答 | 2024-10-20 09:29:24)188
- // __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)145
- // __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)179
- // __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)197
- // __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: // __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 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)152
- 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)153