A Method for loading dynamic images on the Android loading Interface
(The box is displayed from left to right)
Image resources:
Principles:
Step 1: place the three images by position. All image resources are displayed. (The purpose is to stick to the correctness of the position)
Step 2: Write the shader. Determine by texture s coordinates. If the value is greater than a certain value, discard. When the value is 0, all are not displayed. When the value is 1, all are displayed. The segments displayed in the middle are determined by the value.
Vertex shader:
Uniform mat4 uMVPMatrix; attribute vec3 aPosition; attribute vec2 aTexCoor; varying vec2 placement; void main () {gl_Position = uMVPMatrix * vec4 (aPosition, 1); vTextureCoord = aTexCoor ;}
Fragment coloring tool:
Precision mediump float; varying vec2 vTextureCoord; uniform sampler2D sTexture; uniform float uSpan; void main () {vec4 finalColor = texture2D (sTexture, region); if. x> uSpan) {finalColor. a = 0.0;} gl_FragColor = finalColor ;}
Note: It is easy to use. I will not answer this question here.