问题
I'm using OpenGL 3.3 GLSL 1.5 compatibility. I'm getting a strange problem with my vertex data. I'm trying to pass an index value to the fragment shader, but the value seems to change based on my camera position.
This should be simple : I pass a GLfloat through the vertex shader to the fragment shader. I then convert this value to an unsigned integer. The value is correct the majority of the time, except for the edges of the fragment. No matter what I do the same distortion appears. Why is does my camera position change this value? Even in the ridiculous example below, tI erratically equals something other than 1.0;
uint i;
if (tI == 1.0) i = 1;
else i = 0;
vec4 color = texture2D(tex[i], t) ;
If I send integer data instead of float data I get the exact same problem. It does not seem to matter what I enter as vertex Data. The value I enter into the data is not consistent across the fragment. The distortion even looks the exact same each time.
回答1:
What you are doing here is invalid in OpenGL/GLSL 3.30.
Let me quote the GLSL 3.30 specification, section 4.1.7 "Samplers" (emphasis mine):
Samplers aggregated into arrays within a shader (using square brackets [ ]) can only be indexed with integral constant expressions (see section 4.3.3 “Constant Expressions”).
Using a varying as index to a texture does not represent a constant expression as defined by the spec.
Beginning with GL 4.0, this was somewhat relaxed. The GLSL 4.00 specification states now the following (still my emphasis):
Samplers aggregated into arrays within a shader (using square brackets [ ]) can only be indexed with a dynamically uniform integral expression, otherwise results are undefined.
With dynamically uniform being defined as follows:
A fragment-shader expression is dynamically uniform if all fragments evaluating it get the same resulting value. When loops are involved, this refers to the expression's value for the same loop iteration. When functions are involved, this refers to calls from the same call point.
So now this is a bit tricky. If all fragment shader invocations actaully get the same value for that varying, it would be allowed, I guess. But it is unclear that your code guarantees that. You should also take into account that the fragment might be even sampled outside of the primitive.
However, you should never check floats for equality. There will be numerical issues. I don't know what exactly you are trying to achieve here, but you might use some simple rounding behavior, or use an integer varying. You also should disable the interpolation of the value in any case using the flat
qualifier (which is required for the integer case anyway), which should greatly improve the changes of that construct to become dynamically uniform.
来源:https://stackoverflow.com/questions/27972661/glsl-data-distortion