Vik*_*pov 11
使用设置纹理包装模式
glTexParameteri(TextureID, L_TEXTURE_WRAP_S, GL_REPEAT)
将名为float的uniform统一添加Time到纹理着色器中
texture2D(sampler, u + Time, v)在获取纹理样本时使用类似的东西.
Time使用代码中的某个计时器更新制服.
这是一个GLSL着色器:
/*VERTEX_PROGRAM*/
in vec4 in_Vertex;
in vec4 in_TexCoord;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
out vec2 TexCoord;
void main()
{
gl_Position = ProjectionMatrix * ModelViewMatrix * in_Vertex;
TexCoord = vec2( in_TexCoord );
}
/*FRAGMENT_PROGRAM*/
in vec2 TexCoord;
uniform sampler2D Texture0;
/// Updated in external code
uniform float Time;
out vec4 out_FragColor;
void main()
{
/// "u" coordinate is altered
out_FragColor = texture( Texture0, vec2(TexCoord.x + Time, TexCoord.y) );
}
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