What is the relationship between gl_Color and gl_FrontColor in both vertex and fragment shaders

扶醉桌前 提交于 2019-11-30 06:45:40

gl_Color means different things in different places.

In the vertex shader, gl_Color represents the primary per-vertex color attribute passed by the user. This is set using glColor* calls or array data fetched by glColorPointer.

In the fragment shader, gl_Color represents the interpolated color for the facing of the triangle being rendered. Remember that triangles have a front-face and a back-face. If you enable face culling, then all faces of one kind or the other (or both) are not rendered. However, if you turn off face culling, then both sides are rendered.

It is often useful to have different per-vertex output values based on the particular facing of the triangle. The primary color has a front color and a back color, representing the color for front-facing triangles and back-facing triangles. The vertex shader outputs for these are gl_FrontColor and gl_BackColor.

If you are doing two-sided rendering, you will need to set both of these values in order for the fragment shader's gl_Color input to mean anything. If you are only doing front-face rendering, then you only need to set gl_FrontColor.

gl_Color is the Color you passed in your source to the vertices, so it is an attribute. gl_FrontColor (and also BackColor) are varyings that set the gl_Color in the fragmentshader depending on which side of the primitive you see. So if you see front gl_Color will be equal to gl_FrontColor...

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