Fragment shaders are optional.
片段着色器是可选的。
It is used to draw a very simple triangle with the help of a vertex and fragment shaders.
它是用来画一个非常简单的三角形在一个顶点和碎片着色器的帮助下。
How to write pass-through vertex and fragment shaders for a frame buffer with attached texture?
如何写通过一个附加的纹理帧的顶点和片段着色器?
This includes the ability to define and use vertex and fragment shaders using the GLSL language.
这包括定义和使用顶点和碎片着色器使用GLSL语言的能力。
The first incarnation of these were pixel shaders, also known as fragment shaders, where the name still made sense.
第一个化身是像素着色器,也被称为片段着色器,这个名字仍然有意义。
Fragment shaders are not able to set the stencil data for a fragment, but they do have control over the color and depth values.
片段着色器不能设置片段的模板值,但是确实能够控制片段的颜色值和深度值。
The programmable GPU permits developers to write vertex shaders and fragment shaders running on it, to replace the fixed function pipeline, and to employ custom rendering algorithms.
可编程图形处理器允许用户编写运行在其上的顶点着色程序与片断着色程序,取代内置的固定功能渲染流水线,实现定制的渲染算法。
Use combines or pixel shaders to mix several textures per fragment instead of multi-pass approach.
使用合并器或像素着色器,混合每帧的多个纹理,而不是用多通道方法。
Use combines or pixel shaders to mix several textures per fragment instead of multi-pass approach.
使用合并器或像素着色器,混合每帧的多个纹理,而不是用多通道方法。
应用推荐