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2014/10/15 ¤U¤È 10:13:38

iphone Programming Glossary: sampler2d

OpenGL ES 2.0 texture distortion on large geometry GL_REPEAT

http://stackoverflow.com/questions/11370074/opengl-es-2-0-texture-distortion-on-large-geometry-gl-repeat

shader and then multiplying them back to the correct values in the fragment shader also does not work precision highp sampler2D highp float highp int in the fragment or the vertex shader didn't change anything lowp mediump did not work either I'm thinking..

How do I blend two textures with different co-ordinates in OpenGL ES 2.0 on iPhone?

http://stackoverflow.com/questions/12242443/how-do-i-blend-two-textures-with-different-co-ordinates-in-opengl-es-2-0-on-ipho

position textureCoordinate inputTextureCoordinate.xy Fragment shader... varying highp vec2 textureCoordinate uniform sampler2D inputTextureTop uniform sampler2D inputTextureBot uniform highp float alphaTop void main lowp vec4 pixelTop texture2D inputTextureTop.. Fragment shader... varying highp vec2 textureCoordinate uniform sampler2D inputTextureTop uniform sampler2D inputTextureBot uniform highp float alphaTop void main lowp vec4 pixelTop texture2D inputTextureTop textureCoordinate lowp.. Frag Shader varying highp vec2 textureCoordinate varying highp vec2 textureCoordinate2 uniform sampler2D inputTextureTop uniform sampler2D inputTextureBot uniform highp float alphaTop void main lowp vec4 pixelTop texture2D inputTextureTop..

How do I modify a GPUImageGaussianSelectiveBlurFilter to operate over a rectangle instead of a circle?

http://stackoverflow.com/questions/12257429/how-do-i-modify-a-gpuimagegaussianselectiveblurfilter-to-operate-over-a-rectangl

by default has the following code varying highp vec2 textureCoordinate varying highp vec2 textureCoordinate2 uniform sampler2D inputImageTexture uniform sampler2D inputImageTexture2 uniform lowp float excludeCircleRadius uniform lowp vec2 excludeCirclePoint.. varying highp vec2 textureCoordinate varying highp vec2 textureCoordinate2 uniform sampler2D inputImageTexture uniform sampler2D inputImageTexture2 uniform lowp float excludeCircleRadius uniform lowp vec2 excludeCirclePoint uniform lowp float excludeBlurSize.. do this change the shader to read varying highp vec2 textureCoordinate varying highp vec2 textureCoordinate2 uniform sampler2D inputImageTexture uniform sampler2D inputImageTexture2 uniform lowp float excludeCircleRadius uniform lowp vec2 excludeCirclePoint..

OpenGL ES 2.0 fragment shader to blur is slow and low quality

http://stackoverflow.com/questions/4355525/opengl-es-2-0-fragment-shader-to-blur-is-slow-and-low-quality

and the blur looks like crap when blur amount is high. Any ideas on how to improve things Some sample output uniform sampler2D texture varying mediump vec2 fragTexCoord varying mediump vec3 eyespaceNormal varying highp float blurAmount void main void..

How do I perform a fast pixellation filter on an image?

http://stackoverflow.com/questions/5049041/how-do-i-perform-a-fast-pixellation-filter-on-an-image

filter is the result of a fragment shader with the following GLSL code varying highp vec2 textureCoordinate uniform sampler2D inputImageTexture uniform highp fractionalWidthOfPixel void main highp vec2 sampleDivisor vec2 fractionalWidthOfPixel highp..

How can I improve the performance of my custom OpenGL ES 2.0 depth texture generation?

http://stackoverflow.com/questions/6051237/how-can-i-improve-the-performance-of-my-custom-opengl-es-2-0-depth-texture-gener

normalizedDepth varying mediump float adjustedSphereRadius varying mediump vec2 depthLookupCoordinate uniform lowp sampler2D sphereDepthMap const lowp vec3 stepValues vec3 2.0 1.0 0.0 void main lowp vec2 precalculatedDepthAndAlpha texture2D sphereDepthMap..