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lamada OP precision mediump float;
varying vec2 vTextureCoord; uniform sampler2D uSampler; void main() { float screen_w = 100.0; float screen_h = 100.0; float rest_x = mod(gl_FragCoord.x + 1.0, screen_w); float rest_y = mod(gl_FragCoord.y + 10.0, screen_h); vec4 color = texture2D(uSampler, vTextureCoord); bool line = (rest_x <= 0.5) || (rest_y <= 0.5); // float alpha = line ? 0.1 : 0.0; if (line) { color.x = (color.x + 0.1) / 2.0; color.y = (color.y + 0.1) / 2.0; color.z = (color.z + 0.1) / 2.0; } gl_FragColor = vec4(color.xyz, color.a); } |
2
lamada OP 试着写了一个 demo 还行,给有同样问题的人参考参考
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