我不明白如何编写平铺代码以在网格上重复图像:材质包含纹理,那么TEXCOORD0
应该使用它而不是“顶点”信息吗?
编辑:以前的代码:
顶点:
varying vec2 v_texCoord0;
void main() {
vec2 modXZ = vec2 (mod (a_position.x, u_widthImg),
mod (a_position.z, u_heightImg));
v_texCoord0 = modXZ / vec2 (u_widthImg, u_heightImg);
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = u_projTrans * u_worldTrans * vec4(a_position, 1.0);
}
片段:
uniform sampler2D u_texture0;
varying vec2 v_texCoord0;
void main() {
vec4 color1 = texture2D(u_texture0, gl_TexCoord[0].st);
gl_FragColor = vec4(v_texCoord0.x *color1, 0, v_texCoord0.y*color1, 1.0);
}
它说“构造函数 vec4 的参数太多”。我不知道这是什么意思,也许是关于gl_TexCoord[0]
。
编辑新代码:
顶点:
attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec4 a_color;
attribute vec2 a_texCoord0;
uniform mat4 u_worldTrans;
uniform mat4 u_projTrans;
uniform float u_widthImg;
uniform float u_heightImg;
varying vec4 v_color;
varying vec2 v_texCoord0;
void main() {
v_color = a_color;
vec2 modXZ = vec2 (mod (a_position.x, u_widthImg),
mod (a_position.z, u_heightImg));
v_texCoord0 = modXZ / vec2 (u_widthImg, u_heightImg);
gl_Position = u_projTrans * u_worldTrans * vec4(a_position, 1.0);
}
片段:
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_texture0;
varying vec2 v_texCoord0;
varying vec4 v_color;
void main() {
vec4 color = texture2D(u_texture0, v_texCoord0) * v_color;
gl_FragColor = color;
}