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我寫以下片段着色器的一個遊戲引擎::在片段着色器「的錯誤與非常量表達式索引採樣器陣列被禁止在GLSL 1.30和後來」
#version 330 core
layout (location = 0) out vec4 color;
uniform vec4 colour;
uniform vec2 light_pos;
in DATA
{
vec4 position;
vec2 uv;
float tid;
vec4 color;
} fs_in;
uniform sampler2D textures[32];
void main()
{
float intensity = 1.0/length(fs_in.position.xy - light_pos);
vec4 texColor = fs_in.color;
if(fs_in.tid > 0.0){
int tid = int(fs_in.tid + 0.5);
texColor = texture(textures[tid], fs_in.uv);
}
color = texColor * intensity;
}
texColor = texture(textures[tid], fs_in.uv);
使線'在編譯着色器時,採用非常量表達式索引的採樣器數組在GLSL 1.30和更高版本的表達式中被禁止。
頂點着色器如果需要的話是:
#version 330 core
layout (location = 0) in vec4 position;
layout (location = 1) in vec2 uv;
layout (location = 2) in float tid;
layout (location = 3) in vec4 color;
uniform mat4 pr_matrix;
uniform mat4 vw_matrix = mat4(1.0);
uniform mat4 ml_matrix = mat4(1.0);
out DATA
{
vec4 position;
vec2 uv;
float tid;
vec4 color;
} vs_out;
void main()
{
gl_Position = pr_matrix * vw_matrix * ml_matrix * position;
vs_out.position = ml_matrix * position;
vs_out.uv = uv;
vs_out.tid = tid;
vs_out.color = color;
}
什麼不清楚 – Sopel
我該如何去解決它? – user7889861