我正在尝试提取着色器片段背后的颜色。我四处搜索并发现了各种这样做的人的例子:
vec2 position = ( gl_FragCoord.xy / u_resolution.xy );
vec4 color = texture2D(u_backbuffer, v_texCoord);
这是有道理的。但是,没有人展示您传入后台缓冲区制服的示例。
我试着这样做:
int backbuffer = glGetUniformLocation(self.shaderProgram->program_, "u_backbuffer");
GLint textureID;
glGetIntegerv(GL_FRAMEBUFFER_BINDING, &textureID);//tried both of these one at a time
glGetIntegerv(GL_RENDERBUFFER_BINDING, &textureID);//tried both of these one at a time
glUniform1i(backbuffer, textureID);
但我只是变黑。这是在 cocos2d iOS 仅供参考
有什么建议么?