GLSL varying variable

本文介绍了在GLSL(OpenGL着色语言)中如何正确地使用varying变量。当声明了GLSL版本如#version 120时,直接设置varying变量会导致错误C7563的发生。为了避免这一问题,可以通过初始化一个新的变量来操作varying变量的组件。
With declaration of GLSL version in vertex/fragment shader, like #version 120, You mustn't directly set varying variable or an error C7563 will occur.If you wish to change components of it, initialize another variable by this varying variable and then take operations on this new created one.
### GLSL Shader Code for Adjusting Ink Concentration Based on Water Amount Factor In the context of simulating ink concentration adjustments based on a water amount factor within shaders, one can implement this by manipulating color intensity or transparency according to the specified water-to-ink ratio. Below is an example demonstrating how such functionality might be achieved using GLSL: ```glsl // Define precision for floating-point operations as required in fragment shaders. precision mediump float; uniform vec2 u_resolution; uniform float u_waterAmountFactor; // Represents the water amount affecting ink concentration. void main() { // Normalize coordinates from pixel values into 0.0 to 1.0 range. vec2 st = gl_FragCoord.xy / u_resolution; // Base ink color (for simplicity, black). vec3 baseColor = vec3(0.0); // Calculate final color considering water effect. // Higher water amounts lead to more diluted colors. vec3 finalColor = mix(baseColor * 0.8, baseColor, clamp(u_waterAmountFactor, 0.0, 1.0)); // Output resulting color with adjusted opacity depending on water level. gl_FragColor = vec4(finalColor, smoothstep(0.5, 1.0, 1.0 - u_waterAmountFactor)); } ``` This code snippet defines `u_waterAmountFactor` as a uniform variable representing the proportion of water mixed with ink. The greater this value, the lighter and less opaque the rendered result becomes, mimicking real-world behavior where increased water dilutes both pigment density and visibility[^1]. The provided implementation uses simple linear interpolation (`mix`) combined with clamping functions to ensure valid output ranges while smoothly transitioning between states defined by varying levels of hydration applied to the original substance being modeled here—ink[^2]. Additionally, note that setting appropriate precision qualifiers like `mediump` ensures compatibility across different hardware configurations when working specifically within OpenGL ES environments[^3].
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