I have an OpenGL shader that uses gl_TexCoord, as shown below. But in OpenGL ES, gl_TexCoord is not supported. I wonder what I can do to refactor the code so that it works on OpenGL ES.
void main() { //scene depth calculation float depth = linearize(texture2D(inputImageTexture2,gl_TexCoord[0].xy).x); if (depthblur) { depth = linearize(bdepth(gl_TexCoord[0].xy)); } ... }
Not. You do this manually with custom varying passed from your vertex shader. All this has ever been; output to the top that your fragment shader did.
varying
Source: https://habr.com/ru/post/921434/More articles:https://translate.googleusercontent.com/translate_c?depth=1&rurl=translate.google.com&sl=ru&sp=nmt4&tl=en&u=https://fooobar.com/questions/921429/can-i-use-heroku-buildpacks-to-deploy-to-my-own-local-server&usg=ALkJrhhTguu6kk5g9gw0hThTNz2FD75_7gMock frameworks returns a class with a different name and type - phpHow can I compress and encrypt a large file without using external DLLs or battery life? - delphi"Email cannot be empty." Come up with a username or email address. - ruby-on-rails-3Can PHP child classes change the parameters of overridden methods? - oopPython argparse: display parse_known_args mode in usage string - pythonUsing GLshort instead of GLfloat for vertices - opengl-esannotation is another annotation - javaImpossible comparison between stall and long suddenly possible - long-integerXcode now generates an empty category. What for? - objective-cAll Articles