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Fix #86
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@@ -340,12 +340,12 @@ glBindTexture(GL_TEXTURE_2D, texture);
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#version 330 core
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...
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uniform sampler2D ourTexture1;
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uniform sampler2D ourTexture2;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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void main()
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{
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FragColor = mix(texture(ourTexture1, TexCoord), texture(ourTexture2, TexCoord), 0.2);
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FragColor = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.2);
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}
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```
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@@ -362,7 +362,7 @@ glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, texture2);
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glBindVertexArray(VAO);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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```
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我们还要通过使用<fun>glUniform1i</fun>设置每个采样器的方式告诉OpenGL每个着色器采样器属于哪个纹理单元。我们只需要设置一次即可,所以这个会放在渲染循环的前面:
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