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A Unified Shader Based on the OpenGL ES 2.0 for 3D Mobile Game Development

机译:基于OpenGL ES 2.0的统一着色器,用于3D移动游戏开发

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A programmable graphics pipeline including the shader in the embedded systems increases flexibility and enables customizations of vertex and fragment processing, and it also provides the programmer with various special effects essential in development of realistic 3D mobile games whereas the traditional fixed-function pipeline does not. In this paper, we design a unified shader integrating vertex shader and fragment shader, define a memory structure for the unified shader, and present an operating process to construct the memory structure and execute compiled shader program by passing it to the unified shader using the OpenGL ES 2.0 APIs. We are satisfied with the result from implementing the unified shader and its OpenGL ES 2.0 APIs. It can be used as a development platform for 3D mobile games.
机译:包括嵌入式系统中的着色器的可编程图形管道增加了灵活性并实现了顶点和片段处理的自定义,并且还为程序员提供了在现实3D移动游戏的开发中具有各种特殊效果的特殊效果,而传统的固定功能管道没有。在本文中,我们设计了一个统一的着色器集成了顶点着色器和片段着色器,为统一着色器定义了内存结构,并呈现了构造内存结构的操作过程,并通过将其传递给统一着色器使用OpenGL来执行编译的着色器程序ES 2.0 API。我们对实现统一着色器及其OpenGL ES 2.0 API的结果感到满意。它可以用作3D移动游戏的开发平台。

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