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GLSL 夿°GLSL ã«ã¯ 屿§ãvaryingsãã¦ããã©ã¼ã ã® 3 種é¡ã®ã夿°ãã¾ãã¯ãã¼ã¿ã¹ãã¬ã¼ã¸ããããããããã«ç¬èªã®ç®çã¨ç¨éãããã¾ãã
屿§å±æ§ (Attributes) 㯠GLSL 夿°ã§ãããï¼å¤æ°ã¨ãã¦ã®ï¼é ç¹ã·ã§ã¼ãã¼ããã³ JavaScript ã³ã¼ãã§ã®ã¿ä½¿ç¨å¯è½ã§ãã屿§ã¯é常ãè²æ å ±ããã¯ã¹ãã£åº§æ¨ãããã³ JavaScript ã³ã¼ãã¨é ç¹ã·ã§ã¼ãã¼éã§å ±æããå¿ è¦ãããè¨ç®ã¾ãã¯åå¾ããããã®ä»ã®ãã¼ã¿ãæ ¼ç´ããããã«ä½¿ç¨ããã¾ãã
// è²ãåæå
const vertexColors = [
vec4(0.0, 0.0, 0.0, 1.0), // black
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 1.0, 0.0, 1.0), // yellow
vec4(0.0, 1.0, 0.0, 1.0), // green
vec4(0.0, 0.0, 0.0, 1.0), // black
vec4(1.0, 0.0, 0.0, 1.0), // red
vec4(1.0, 1.0, 0.0, 1.0), // yellow
vec4(0.0, 1.0, 0.0, 1.0), // green
];
const cBuffer = gl.createBuffer();
// ç¶ã
// è²ãä¿åãããããã¡ã¼ã使ããGLSLã® "vColor" ãåç
§ãã¾ãã
gl.bindBuffer(gl.ARRAY_BUFFER, cBuffer);
gl.bufferData(gl.ARRAY_BUFFER, flatten(vertexColors), gl.STATIC_DRAW);
const vColor = gl.getAttribLocation(program, "vColor");
gl.vertexAttribPointer(vColor, 4, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(vColor);
//glsl
attribute vec4 vColor;
void main()
{
fColor = vColor;
}
Varying
Varying ã¯é ç¹ã·ã§ã¼ãã¼ã«ãã£ã¦å®£è¨ãããé ç¹ã·ã§ã¼ãã¼ãããã©ã°ã¡ã³ãã·ã§ã¼ãã¼ã«ãã¼ã¿ã渡ãããã«ä½¿ç¨ããã夿°ã§ããããã¯ãé ç¹ã·ã§ã¼ãã¼ã«ãã£ã¦è¨ç®ãããå¾ãé ç¹ã®æ³ç·ãã¯ãã«ãå ±æããããã«é常使ç¨ããã¾ãã
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ã¦ããã©ã¼ãã¦ããã©ã¼ã (Uniforms) 㯠JavaScript ã³ã¼ãã«ãã£ã¦è¨å®ãããé ç¹ã·ã§ã¼ãã¼ã¨ãã©ã°ã¡ã³ãã·ã§ã¼ãã¼ã®ä¸¡æ¹ã§ä½¿ç¨ã§ãã¾ãããããã¯ç §æã®ä½ç½®ã¨å¤§ãããã°ãã¼ãã«å¤æã¨é è¿æ³ã®è©³ç´°ãªã©ããã¬ã¼ã ã«æç»ããããã¹ã¦ã®ãã®ã«å¯¾ãã¦åãå¤ãæä¾ããããã«ä½¿ç¨ããã¾ãã
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