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GLSL:片段着色器何时退出/返回

[英]GLSL: When does the fragment shader exit / return

假设我们有以下片段着色器:

varying vec2 vUv; // uv coordinates
varying float vTexture; // texture index in array of textures

uniform sampler2D textures[2]; // number of textures

void main() {
  int textureIndex = int(floor(vTexture)); // convert texture index to int for equality checks

  if (textureIndex == 0) {
    gl_FragColor = texture2D(textures[0], vUv);
  }

  if (textureIndex == 1) {
    gl_FragColor = texture2D(textures[1], vUv);
  } 
}

如果通过此着色器获得的给定值的textureIndex = 0,则该值是否将检查第二个是否有条件,或者gl_FragColor的建立会使main()函数“返回”或退出? 有没有一种方法可以强制片段着色器在给定点退出或返回?

新答案 (特定于问题)

void main() {
  int textureIndex = int(floor(vTexture)); // convert texture index to int for equality checks

  if (textureIndex == 0) {
    gl_FragColor = texture2D(textures[0], vUv);
  }

  if (textureIndex == 1) {
    gl_FragColor = texture2D(textures[1], vUv);
  } 

  // <--- HERE (ONCE IT RUNS THE CODE ABOVE, IT REACHES THE "END" AND EXITS)

}

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