GLSL 将颜色数据从片段着色器发送到顶点着色器似乎总是等于 0

GLSL Sending color data form Fragment Shader to Vertex Shader seems to be always equal to 0

所以我有一个平面,我希望它能与高度贴图一起使用,所以我只是将 heightMap 作为常规纹理,计算它的颜色,但我没有将片段的颜色设置为纹理的颜色,而是设置了初始 position.yposition.y + texColor.r * u_Scale 这样顶点的高度会根据纹理的颜色而变化。

#shader vertex
#version 330 core

layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color_in;
layout(location = 3) in vec2 texCoord;

uniform mat4 u_MVP;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform float u_Scale;

in vec4 texColor;

out vec3 FragPos;
out vec3 color_f;
out vec2 v_TexCoord;

void main()
{
    v_TexCoord = texCoord;
    color_f = color_in;

    vec3 newPosition = vec3(position.x, position.y + texColor.b * u_Scale, position.z);

    FragPos = vec3(model * vec4(newPosition, 1.0));

    gl_Position = projection * view * vec4(FragPos, 1.0);
};
#shader fragment
#version 330 core
out vec4 color;

in vec3 FragPos;
in vec2 v_TexCoord;
in flat vec3 color_f;

out vec4 texColor;

uniform sampler2D u_Texture;

void main()
{
    texColor = texture(u_Texture, v_TexCoord);

    color = vec4(color_f, 1.0);
}

所以我在这里做的是将纹理坐标发送到顶点着色器,然后将它传递给片段着色器,在片段着色器中我计算与当前位置对应的纹理颜色,然后将该颜色发送回顶点着色器以进行计算。然而,似乎 texColor.r 始终为 0,因为网格的行为与之前相同,没有任何变化。

我通过在我的网格上实际显示纹理来检查是否一切正确,它看起来不错,但我不知道为什么这种方法不起作用。

知道我哪里出错了吗?

感谢大家的回答!

所以我应该做的就是像这样在顶点着色器中完成所有操作:

#shader vertex
#version 330 core

layout(location = 0) in vec3 position;
layout(location = 1) in vec3 color_in;
layout(location = 3) in vec2 texCoord;

uniform mat4 u_MVP;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform float u_Scale;

in vec4 texColor;

out vec3 FragPos;
out vec3 color_f;

void main()
{
    vec4 texColor = texture(u_Texture, texCoord);

    color_f = color_in;

    vec3 newPosition = vec3(position.x, position.y + texColor.b * u_Scale, position.z);

    FragPos = vec3(model * vec4(newPosition, 1.0));

    gl_Position = projection * view * vec4(FragPos, 1.0);
};