WebGL gl_FragColor alpha 在 Chrome 中与 Firefox 的行为不同

WebGL gl_FragColor alpha behave differently in Chrome with Firefox

下面的代码用 {premultipliedAlpha: false}.

绘制了三个三角形 alpha 值为 0.5

const gl = document.querySelector('canvas').getContext('webgl', {premultipliedAlpha: false});

const canvasWidthHeight = 300;
gl.clearColor(1, 0, 0, 0.4);
// gl.clear(gl.COLOR_BUFFER_BIT);

const vertexShaderSource = `
  attribute vec2 position;
  uniform vec2 resolution;

  // All shaders have a main function
  void main() {
    vec2 glSpacePosition = (position / resolution) * 2.0 - 1.0;
    gl_Position = vec4(glSpacePosition * vec2(1, -1), 0, 1);
  }
`;

const fragmentShaderSource = `
  precision mediump float;
  uniform vec4 color;
 
  void main() {
    gl_FragColor = color;
  }
`;

function createShader(gl, type, shaderSource) {
  const shader = gl.createShader(type);
  gl.shaderSource(shader, shaderSource);
  gl.compileShader(shader);

  const success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  if (!success) {
    console.warn(gl.getShaderInfoLog(shader));
    gl.deleteShader(shader);
  }

  return shader;
}

const vertexShader = createShader(gl, gl.VERTEX_SHADER, vertexShaderSource);
const fragmentShader = createShader(gl, gl.FRAGMENT_SHADER, fragmentShaderSource);

function createProgram(gl, vertexShader, fragmentShader) {
  const program = gl.createProgram();
  gl.attachShader(program, vertexShader);
  gl.attachShader(program, fragmentShader);
  gl.linkProgram(program);

  const success = gl.getProgramParameter(program, gl.LINK_STATUS);
  if (!success) {
    console.log(gl.getProgramInfoLog(program));
    gl.deleteProgram(program);
  }

  return program;
}

const program = createProgram(gl, vertexShader, fragmentShader);

// We created a program on GPU, so the next step is supplying data.
const positionAttributeLocation = gl.getAttribLocation(program, 'position');
const resolutionUniformLocation = gl.getUniformLocation(program, 'resolution');
const colorUniformLocation = gl.getUniformLocation(program, 'color');

const positionBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);

gl.useProgram(program);
gl.uniform2f(resolutionUniformLocation, canvasWidthHeight, canvasWidthHeight);
gl.enableVertexAttribArray(positionAttributeLocation);

gl.vertexAttribPointer(positionAttributeLocation, 2, gl.FLOAT, false, 0, 0);

function drawRandomizedTriangles() {
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
    0, 0,
    0, canvasWidthHeight,
    canvasWidthHeight, 0
  ]), gl.STATIC_DRAW);

  gl.uniform4f(colorUniformLocation, 0, 0, 1, 0.5);

  gl.drawArrays(gl.TRIANGLES, 0, 3);

  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
    0 + 50, 0,
    0 + 50, canvasWidthHeight,
    canvasWidthHeight + 50, 0
  ]), gl.STATIC_DRAW);

  gl.uniform4f(colorUniformLocation, 1, 0, 0, 0.5);

  gl.drawArrays(gl.TRIANGLES, 0, 3);

  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([
    0 + 100, 0,
    0 + 100, canvasWidthHeight,
    canvasWidthHeight + 100, 0
  ]), gl.STATIC_DRAW);

  gl.uniform4f(colorUniformLocation, 1, 1, 1, 0.5);

  gl.drawArrays(gl.TRIANGLES, 0, 3);
}

drawRandomizedTriangles();
body {
  display: flex;
  align-items: center;
  justify-content: center;
}

canvas {
  background: green;
}
<canvas width="300" height="300"></canvas>

Chrome结果:

Firefox 中的结果:

Firefox 中的结果符合我的预期。

我认为它与 WebGL 的混合无关,因为它是关于将 gl_FragColor 与绘图缓冲区而不是浏览器 DOM 混合,在本例中为绿色背景 Canvas。 (这个想法是基于我对 WebGL 工作原理的理解)

另外:在Chrome中,如果gl_FragColor.rgbvec3(1.0, 1.0, 1.0),不管gl_FragColor.a是什么,只要a不是0,输出颜色为纯白色(当 rgb 为其他值时,它的表现会大不相同)。 这是上图的 code pen(不想用太多代码污染这个问题)。

更新 1:我相信这不是混合问题,如果我们通过以下方式启用混合:

gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);

结果会是这样:

自己回答这个问题。

正如@gman在评论区所说,这是chromium的一个bug
这是bug link(再次感谢@gman)。