1、差值
shader
//差值 uniform sampler2D U_MainTexture; uniform sampler2D U_SubTexture; varying vec2 M_coord; void main() { vec4 blendColor = texture2D(U_SubTexture, M_coord); vec4 baseColor = texture2D(U_MainTexture, M_coord); gl_FragColor = abs(vec4(blendColor.rgb - baseColor.rgb, 1.0)); }
效果图
2、反差值
shader
//反差值 uniform sampler2D U_MainTexture; uniform sampler2D U_SubTexture; varying vec2 M_coord; void main() { vec4 blendColor = texture2D(U_SubTexture, M_coord); vec4 baseColor = texture2D(U_MainTexture, M_coord); gl_FragColor = vec4(vec3(1.0) - abs(vec3(blendColor.rgb - baseColor.rgb)), 1.0); }
效果图
3、排除
shader
//排除 uniform sampler2D U_MainTexture; uniform sampler2D U_SubTexture; varying vec2 M_coord; void main() { vec4 blendColor = texture2D(U_SubTexture, M_coord); vec4 baseColor = texture2D(U_MainTexture, M_coord); gl_FragColor = vec4(blendColor.rgb + baseColor.rgb - 2.0 * blendColor.rgb * baseColor.rgb, 1.0); }
效果图
本文出自 “不会飞的纸飞机” 博客,请务必保留此出处http://douzhq.blog.51cto.com/12552184/1931106
基于Qt的OpenGL可编程管线学习(17)- 差值、反差值、排除
原文地址:http://douzhq.blog.51cto.com/12552184/1931106