Ben*_*Ben 0 opengl glsl ios opengl-es-2.0 glsles
我正在为Windows和iOS开发跨平台渲染器.对于一个示例应用程序,我编写了一个在两个平台上都没有问题的着色器(Windows上的着色器版本"#version 120"和iOS上的"#version 100").
接下来我添加了两个光源,在iOS上,奇怪的事情开始发生.我改变了我的代码几次,但它从未向我展示预期的结果(使用只有一个灯光的着色器渲染火炬,这就是为什么它在iOS上看起来很好).
(1)有时一切都是一种颜色:

(2)有时它看起来很糟糕:

在Windows上,它看起来像我期望它看起来:

有谁知道为什么我的着色器在iOS上这样做?
这是(2)的片段着色器:
//Light
uniform mediump float numLights;
//L0
uniform mediump vec4 lightPosition_0;
uniform mediump vec3 lightColor_0;
uniform mediump float lightIntensity_0;
uniform mediump float lightAttenuation_0;
//L1
/*same as for light 0 */
//L2
/*same as for light 0 */
uniform mediump vec3 ambientColor;
uniform mediump vec3 Ka;
uniform mediump vec3 Kd;
uniform mediump vec3 Ks;
uniform sampler2D NormalMap;
uniform sampler2D DiffuseMap;
uniform sampler2D SpecularMap;
varying highp vec4 texCoordVarying;
varying highp vec4 posWorldSpace; // pos in View Space
varying highp vec3 tangentSurface2light_0;
varying highp vec3 tangentSurface2light_1;
varying highp vec3 tangentSurface2light_2;
void main()
{
//normal based on normal map
highp vec3 normalNormalMap = normalize(texture2D(NormalMap, texCoordVarying.st).xyz *2.0 - 1.0);
//ambient light
highp vec3 ambient = clamp(ambientColor + Ka, 0.0, 1.0);
//diffuse light
highp vec3 diffuse;
// light 0
if(numLights >= 1.0)
{
//light intensity based on distance from light to object
highp float distance = distance(posWorldSpace, lightPosition_0);
highp float intensityBasedOnDist = lightIntensity_0/(lightAttenuation_0*distance*distance);
intensityBasedOnDist = clamp(intensityBasedOnDist, 0.0, 1.0);
//light intensity based on angle between normal and light vector
highp float intensity = max(dot(normalNormalMap,tangentSurface2light_0), 0.0) ;
intensity = clamp(intensity, 0.0, 1.0);
//diffuse light
diffuse += lightColor_0 * intensity * intensityBasedOnDist;
}
// light 1
if(numLights >= 2.0)
{
/*same as for light 0 */
}
// light 2
if(numLights >= 3.0)
{
/*same as for light 0 */
}
diffuse = diffuse * Kd * texture2D(DiffuseMap, texCoordVarying.st).xyz;
gl_FragColor = vec4(clamp(ambient + diffuse, 0.0, 1.0), 1.0);
}
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我做了很多东西或者是高级的.当我把它变成高速时,它有时几乎看起来是正确的,但现在甚至连那个技巧似乎都没有帮助......
您不得使用未初始化的变量.查看漫反射变量,向未初始化变量添加值.只需更换:
highp vec3 diffuse;
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有:
highp vec3 diffuse = vec3(0,0,0);
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如果使用未初始化的变量,则行为可能因驱动程序而异.
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