我有一个相当基本的片段着色器,它可以从纹理中采样并根据样本更改分配的固定颜色。如果我从纹理中采样,我会进行 alpha 检查并丢弃低 alpha 值。有没有办法让这个过程无分支?
#version 460 core
layout (location = 0) out vec4 FragColor;
uniform vec4 color;
uniform sampler2D tex;
uniform bool useTex;
in vec2 texCoords;
void main() {
vec4 tex = texture(tex, texCoords);
if(useTex && tex.a < 0.1) { discard; }
vec4 outColor = mix(color, color * tex, int(useTex));
FragColor = outColor;
}
我建议始终绑定纹理,至少是带有颜色 (1, 1, 1, 1) 的 1x1 纹理。通过这种方法,您可以完全省略
useTex
并且着色器更简单:
#version 460 core
layout (location = 0) out vec4 FragColor;
uniform vec4 color;
uniform sampler2D tex;
in vec2 texCoords;
void main()
{
vec4 outColor = color * texture(tex, texCoords);
if (outColor.a < 0.1)
discard;
FragColor = outColor;
}
如果你可以使用Blending代替
discard
,着色器可以进一步简化:
#version 460 core
layout (location = 0) out vec4 FragColor;
uniform vec4 color;
uniform sampler2D tex;
in vec2 texCoords;
void main()
{
FragColor = color * texture(tex, texCoords);
}