Примеры использования Fragment shader на Английском языке и их переводы на Русский язык
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The full name of the file is Fragment Shader File.
Your fragment shader is called once per pixel.
For every pixel it is about to draw WebGL will call our fragment shader.
First let's modify our fragment shader from the last article.
Our fragment shader just sets gl_FragColor to 1, 0, 0.5, 1.
And then we declare the same varying in the fragment shader.
For each pixel it calls our fragment shader with the interpolated value for that pixel.
In this case we just pass them straight through to the fragment shader.
In the fragment shader we declare a uniform sampler2D which lets us reference a texture.
We will pass that directly from the vertex shader to the fragment shader.
For each pixel it will call your fragment shader asking you what color to make that pixel.
To use a varying we need to declare matching varyings in both a vertex and fragment shader.
Here's a fragment shader that averages the left and right pixels of each pixel in the texture.
Those 3 values written to v_color are then interpolated and passed to the fragment shader for each pixel.
A vertex shader and fragment shader are linked together into a shader program or just program.
Then in our vertex shader we declare a varying to pass data to the fragment shader. .
Now in the fragment shader we need to normalize the surface to light vector since it's a not a unit vector.
A Vertex shader which provides the clipspace coordinates and a fragment shader that provides the color.
Your fragment shader has to set a special variable gl_FragColor with the color it wants for that pixel.
As it was already mentioned there are two types of shaders:( vertex shaders) and fragment shaders.
Next in the fragment shader we need to compute the halfVector between the surface to view and surface to light vectors.
One of things that makes WebGL seem complicated is that you have these 2 tiny functions, a vertex shader and a fragment shader.
While it's drawing that triangle for every pixel it will call our fragment shader and ask it what color to make that pixel.
We can also pass in more data to the vertex shader which we can then pass on to the fragment shader.
Otherwise it draws both the new color pixel with the color from your fragment shader AND it draws the depth pixel with the new depth value.
So first thing is we need to pass in the view/camera/eye position,compute the surface to view vector and pass it to the fragment shader.
This makes it take the source pixel(the color from our fragment shader) and combine it with the dest pixel(the color in the canvas) according to the blend function.
That's all very interesting butas you can see in our examples to up this point the fragment shader has very little info per pixel.
Guaranteed fragment shader support for shader storage buffers, images, and atomics(Fragment shader support is optional in OpenGL ES 3.1.).
All WebGL implementations are required to support at least 8 texture units in fragment shaders but only 0 in vertex shaders. .