惯性聚合 高效追踪和阅读你感兴趣的博客、新闻、科技资讯
阅读原文 在惯性聚合中打开

推荐订阅源

S
Securelist
C
CERT Recently Published Vulnerability Notes
Forbes - Security
Forbes - Security
Exploit-DB.com RSS Feed
Exploit-DB.com RSS Feed
L
LINUX DO - 最新话题
The Hacker News
The Hacker News
Google Online Security Blog
Google Online Security Blog
SecWiki News
SecWiki News
K
KPMG report finds enterprise disconnect between AI and its ROI | CIO
The Last Watchdog
The Last Watchdog
S
Schneier on Security
T
Troy Hunt's Blog
N
News | PayPal Newsroom
cs.CL updates on arXiv.org
cs.CL updates on arXiv.org
Schneier on Security
Schneier on Security
P
Privacy & Cybersecurity Law Blog
T
Tor Project blog
T
Threatpost
Threat Intelligence Blog | Flashpoint
Threat Intelligence Blog | Flashpoint
A
Arctic Wolf
S
Secure Thoughts
P
Proofpoint News Feed
cs.CV updates on arXiv.org
cs.CV updates on arXiv.org
Security Latest
Security Latest
Scott Helme
Scott Helme
Security Archives - TechRepublic
Security Archives - TechRepublic
Latest news
Latest news
PCI Perspectives
PCI Perspectives
cs.AI updates on arXiv.org
cs.AI updates on arXiv.org
Hacker News - Newest:
Hacker News - Newest: "LLM"
L
LINUX DO - 热门话题
P
Palo Alto Networks Blog
www.infosecurity-magazine.com
www.infosecurity-magazine.com
G
GRAHAM CLULEY
V2EX - 技术
V2EX - 技术
Google DeepMind News
Google DeepMind News
Project Zero
Project Zero
V
Vulnerabilities – Threatpost
T
Threat Research - Cisco Blogs
Webroot Blog
Webroot Blog
OSCHINA 社区最新新闻
OSCHINA 社区最新新闻
N
News and Events Feed by Topic
TaoSecurity Blog
TaoSecurity Blog
大猫的无限游戏
大猫的无限游戏
T
Tenable Blog
钛媒体:引领未来商业与生活新知
钛媒体:引领未来商业与生活新知
V
Visual Studio Blog
H
Hacker News: Front Page
Simon Willison's Weblog
Simon Willison's Weblog
AWS News Blog
AWS News Blog

WebGL Fundamentals

WebGL Using 2 or More Textures WebGL Implementing DrawImage WebGL 2D Matrices WebGL Implementing A Matrix Stack WebGL 2D Rotation WebGL 2D Scale WebGL 2D Translation WebGL - Rasterization vs 3D libraries WebGL 3D - Cameras WebGL 3D Geometry - Lathe WebGL 3D - Directional Lighting WebGL 3D - Point Lighting WebGL 3D - Normal Mapping WebGL 3D - Spot Lighting WebGL - Orthographic 3D WebGL 3D Perspective Correct Texture Mapping WebGL 3D Perspective WebGL Textures WebGL and Alpha WebGL - Animation WebGL Anti-Patterns WebGL Attributes WebGL Boilerplate WebGL - Cross Origin Images WebGL Cross Platform Issues WebGL Cubemaps WebGL 3D - Data Textures WebGL - Drawing Multiple Things WebGL Drawing Without Data WebGL Environment Maps (reflections) WebGL Fog WebGL Framebuffers WebGL Fundamentals WebGL GPGPU WebGL How It Works WebGL Image Processing Continued WebGL Image Processing WebGL Indexed Vertices WebGL Optimization - Instanced Drawing WebGL - Less Code, More Fun WebGL Load Obj with Mtl WebGL Load Obj WebGL Matrices vs Math Matrices WebGL Multiple Views, Multiple Canvases WebGL Picking WebGL Planar and Perspective Projection Mapping WebGL Points, Lines, and Triangles WebGL Post Processing WebGL Precision Issues WebGL Pulling Vertices Accessing textures by pixel coordinate in WebGL2 A simple way to show the load on the GPU's vertex and fragment processing? Apply a displacement map and specular map Can anyone explain what this GLSL fragment shader is doing? Can I mute the warning about vertex attrib 0 being disabled? Create image warping effect in WebGL Creating a smudge/liquify effect How to draw Depth Sprites Determine min/max values for the entire image Don't blend a polygon that crosses itself Drawing 2D image with depth map to achieve pseudo-3D effect Drawing a heightmap Drawing layers with different points Drawing Many different models in a single draw call Drawing textured sprites with instanced drawing Efficient particle system in javascript? (WebGL) Emulating palette based graphics in WebGL FPS-like camera movement with basic matrix transformations Get the size of a point for collision checking GLSL shader to support coloring and texturing How can I compute for 500 points which of 1000 line segments is nearest to each point? How can I create a 16bit historgram of 16bit data How can I get all the uniforms and uniformBlocks How can I move the perspective vanishing point from the center of the canvas? How to Achieve Moving Line with Trail Effects How to bind an array of textures to a WebGL shader uniform? How to blend colors across 2 triangles How to combine more text drawing into fewer draw calls How to control the color between vertices How to create a torus How to detect clipped triangles in the framgment shader How to determine the average brightness in a scene? How to draw correctly textured trapezoid polygons How to fade the drawing buffer How to figure out how much GPU work to do without crashing WebGL How to get audio data into a shader How to get code completion for WebGL in Visual Studio Code How to get the 3d coordinates of a mouse click How to get pixelize effect in webgl? How to implement zoom from mouse in 2D WebGL How to import a heightmap in WebGL How to load images in the background with no jank How to make a smudge brush tool How to make WebGL canvas transparent How to optimize rendering a UI How to prevent texture bleeding with a texture atlas How to process particle positions How to read a single component with readPixels How to render large scale images like 32000x32000 How to simulate a 3D texture in WebGL
Passing in per sprite alpha values when batching
WebGLFundame · 2025-02-26 · via WebGL Fundamentals

Question:

I'm creating a 2D rendering engine with WebGL in which I'm using Texture Atlases and batching hundreds of entities at once. I need to set a unique alpha value for each entity, and I'm at a loss of how to do this.

My current fragment shader is this:

    precision mediump float;

    uniform float u_alpha;
    uniform sampler2D u_image;

    varying vec2 v_texCoord;

    void main () {
        vec4 texture = texture2D(u_image, v_texCoord);
        gl_FragColor = vec4(texture.rgb, texture.a * u_alpha);
    }

I'd like to change that global uniform into a uniform buffer or an array of unique values that will be applied to the v_texCoord, but I don't know how to do this.

Answer:

You need to pass those values in as an attribute just like v_texCoord.

in vertex shader

attribute float a_alpha;
varying float v_alpha;
...
void main() {
   ...
   v_alpha = a_alpha;  // pass the alpha values to the fragment shader.
   ...
}

in fragment shader

varying float v_alpha;
...
gl_FragColor = vec4(texture.rgb, texture.a * v_alpha);

Instead of using a separate attribute you could also just make your texture coordinates have 3 values. u, v, and alpha. In other words, change v_texCoord to a vec3. Update the attribute in the vertex shader to take a vec3. Update your UV data so each UV also has an alpha. Change your fragment shader to.

varying vec3 v_texCoord;

void main () {
    vec4 texture = texture2D(u_image, v_texCoord.xy);
    gl_FragColor = vec4(texture.rgb, texture.a * v_texCoord.z);
}