如何从 GLSL 着色器中删除水平条纹工件?

How to remove horizontal stripe artifact from GLSL shader?

我正在处理具有深度效果的自定义照片 view.I 正在将触摸坐标传递给 GLSurfaceView 渲染器 "change perspective"。但是纹理之间有水平条纹,并且在执行此操作时它是 mirrow。

我的片段着色器代码:

#ifdef GL_ES
precision highp float;
#endif

varying vec2 texcoordVarying;
uniform sampler2D texture;
uniform sampler2D depth;

uniform float time;
uniform vec2 touch;
uniform vec2 limit;
uniform vec4 resolution;

vec2 mirrored(vec2 v) {
  vec2 m = mod(v,2.);
  return mix(m,2.0 - m, step(1.0 ,m));
}

void main(void) {

      vec2 uv = 1.0 * gl_FragCoord.xy / resolution.xy ;
      vec2 vUv = (uv - vec2(0.5))*resolution.zw + vec2(0.5);
      vUv.y = 1. - vUv.y;
      vec4 tex1 = texture2D(depth,mirrored(vUv));
      vec2 fake3d = vec2(vUv.x + (tex1.r - 0.5)* touch.x/limit.x, vUv.y + (tex1.r - 0.5)* touch.y/limit.y );
      gl_FragColor = texture2D(texture,mirrored(fake3d));
}

我这样传递坐标:

queueEvent {
            renderer.touchTargetX = event.rawX / renderer.width
            renderer.touchTargetY = event.rawY / renderer.height
        }

        requestRender()

如果您的换行模式是 GL_REPEAT,请尝试使用 GL_CLAMP_TO_EDGE