Multi-pass shaders in OpenGL ES 2.0

☆樱花仙子☆ 提交于 2019-12-04 10:40:49

In general, the term "multi-pass rendering" refers to rendering the same object multiple times with different shaders, and accumulating the results in the framebuffer. The accumulation is generally done via blending, not with shaders. That is, the second shader doesn't take the output of the first. They each perform part of the computation, and the blend stage combines them into the final value.

Nowadays, this is primarily done for lighting in forward-rendering scenarios. You render each object once for each light, passing different lighting parameters and possibly using different shaders each time you render a light. The blend mode used to accumulate the results is additive, since light reflectance is an additive property.

Does subroutines require GLSL 4.0+? So it unavailable in GLSL version of OpenGL ES 2.0?

This is a completely different question from the entire rest of your post, but the answer is yes and no.

No, in the sense that ARB_shader_subroutine is an OpenGL extension, and it therefore could be implemented by any OpenGL implementation. Yes, in the practical sense that any hardware that actually could implement shader_subroutine could also implement the rest of GL 4.x and therefore would already be advertising 4.x functionality.

In practice, you won't find shader_subroutine supported by non-4.x OpenGL implementations.

It is unavailable in GLSL ES 2.0 because it's GLSL ES. Do not confuse desktop OpenGL with OpenGL ES. They are two different things, with different GLSL versions and different featuresets. They don't even share extensions (except for a very few recent ones).

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