GLSL defined the in and out keywords specifically for that purpose. Shaders are nice little programs on their own, but they are part of a whole and for that reason we want to have inputs and outputs on the individual shaders so that we can move stuff around. Throughout the book you'll see plenty of examples of how we can creatively manage vectors. Vectors are thus a flexible datatype that we can use for all kinds of input and output. ![]() Vec4 otherResult = vec4(result.xyz, 1.0) We can also pass vectors as arguments to different vector constructor calls, reducing the number of arguments required: ![]() You can use any combination of up to 4 letters to create a new vector (of the same type) as long as the original vector has those components it is not allowed to access the. Vec4 otherVec = someVec.xxxx + anotherVec.yxzy Swizzling allows us to use syntax like this: The vector datatype allows for some interesting and flexible component selection called swizzling. GLSL also allows you to use rgba for colors or stpq for texture coordinates, accessing the same components. w to access their first, second, third and fourth component respectively. Most of the time we will be using the basic vecn since floats are sufficient for most of our purposes.Ĭomponents of a vector can be accessed via vec.x where x is the first component of the vector.
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