Rel*_*lla 4 syntax-highlighting glsl keyword
所以我们在C:
auto if break int case long char register
continue return default short do sizeof
double static else struct entry switch extern
typedef float union for unsigned
goto while enum void const signed volatile
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OpenGL(ES)着色器语言为我们提供了哪些新关键字?
我是GLSL的新手,我想创建一些高亮度编辑工具,以方便使用.
GLSL中包含的数学词将被视为关键词..?
根据最新的规范文件,新的(不包括您上面列出的那些):
属性均匀变化的布局形心平坦光滑noperspective贴剂样品子程序出INOUT不变丢弃MAT2 MAT3 MAT4 dmat2 dmat3 dmat4 mat2x2 mat2x3 mat2x4 dmat2x2 dmat2x3 dmat2x4 mat3x2 mat3x3 mat3x4 dmat3x2 dmat3x3 dmat3x4 mat4x2 mat4x3 mat4x4 dmat4x2 dmat4x3 dmat4x4 VEC2 VEC3 vec4 ivec2 ivec3 ivec4 bvec2 bvec3 bvec4 dvec2 dvec3 dvec4 uvec2 uvec3 uvec4 lowp mediump highp精度sampler1D sampler2D sampler3D samplerCube sampler1DShadow sampler2DShadow samplerCubeShadow sampler1DArray sampler2DArray sampler1DArrayShadow sampler2DArrayShadow isampler1D isampler2D isampler3D isamplerCube isampler1DArray isampler2DArray usampler1D usampler2D usampler3D usamplerCube usampler1DArray usampler2DArray sampler2DRect sampler2DRectShadow isampler2DRect usampler2DRect samplerBuffer isamplerBuffer usamplerBuffer sampler2DMS isampler2DMS usampler2DMS sampler2DMSArray isampler2DMSArray usampler2DMSArray samplerCubeArray samplerCubeArrayShadow isamplerCubeArray usamplerCubeArra ÿ
保留供将来使用(此时将导致错误):
common partition active asm class union enum typedef template this packed goto inline noinline volatile public static extern external interface long short half fixed unsigned superp input output hvec2 hvec3 hvec4 fvec2 fvec3 fvec4 sampler3DRect filter image1D image2D image3D imageCube iimage1D iimage2D iimage3D iimageCube uimage1D uimage2D uimage3D uimageCube image1DArray image2DArray iimage1DArray iimage2DArray uimage1DArray uimage2DArray image1DShadow image2DShadow image1DArrayShadow image2DArrayShadow imageBuffer iimageBuffer uimageBuffer sizeof cast namespace使用row_major
您可能想要获取 OpenGL ES GLSL语言规范。\xc2\xa73.6 列出了关键字(加上一些不是关键字的保留字,但您无论如何都不应该使用,因此它们也可能值得某种颜色编码)。
\n\n编辑:哎呀,我抓住了错误的链接。我很抱歉。目前的规格是:
\n\nOpenGL 4.1 GLSL
\n OpenGL ES 2.0 GLSL
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