static const char *microshaderFragSource = {
"varying vec4 color;\n"
"uniform bool test1=true;\n"
"uniform float test2=15.0;\n"
"uniform float gauss_num[10];\n"
"void main(void)\n"
"{\n"
" if(test1)\n"
" gl_FragColor = clamp( color, 0.0, 1.0 );\n"
" else\n"
" gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n"
"}\n"
};
// 數組類型的uniform,數組大小必須與.glsl中的數組大小保持一致
osg::FloatArray* g_GaussNum = new osg::FloatArray(10); osg::Uniform* gauss_num = new osg::Uniform(osg::Uniform::FLOAT, "gauss_num", g_GaussNum->size()); gauss_num->setArray(g_GaussNum);
//若是是vec2類型的數組,使用FLOAT_VEC2,setElement循環設置每個元素 // 給uniform添加一個回調
osg::Uniform* OffsetUniform = new osg::Uniform("Offset", osg::Vec3(0.0f, 0.0f, 0.0f));
OffsetUniform->setUpdateCallback(new AnimateCallback());
ss->addUniform(OffsetUniform);