Opengl ES 3.0 中的多重纹理和标签

Multitexturing and labels in Opengl ES 3.0

我想使用多重纹理在对象上绘制数字。但最终图像更亮,如:

是否可以从多重纹理中排除白色并使数字更暗?

这是我的片段着色器:

#version 300 es
precision mediump float;
in vec2 v_textureCoord;
out vec4 outColor;
uniform sampler2D base_texture;
uniform sampler2D number_texture;
void main() {
    // wall texture
    vec4 baseColor = texture(base_texture, v_textureCoord);
    // texture with digit
    vec4 numberColor = texture(number_texture, v_textureCoord);
    // resulting pixel color based on two textures 
    outColor = baseColor * (numberColor + 0.5);
}

我试过这样做:

GLES30.glEnable(GLES30.GL_BLEND);
GLES30.glBlendFunc(GLES30.GL_SRC_ALPHA, GLES30.GL_ONE);
GLES30.glActiveTexture(GLES30.GL_TEXTURE1);
...
GLES30.glDisable(GLES30.GL_BLEND);

但这并没有解决问题

感谢您的任何 answer/comment!

解法: 根据 Rabbid76 的建议,我应用了这个:

outColor = baseColor * mix(numberColor, vec4(1.0), 0.5);

结果:

mix number_texture 的颜色加了一个白色,而不是加一个常量:

outColor = baseColor * mix(numberColor, vec4(1.0), 0.5);

实际上这与:

outColor = baseColor * (numberColor * 0.5 + 0.5);