【发布时间】:2020-04-17 20:51:17
【问题描述】:
我正在使用 Three.js 在 WebGL 2 中渲染一个由许多三角形组成的平面,我想根据 Perlin 噪声函数偏移平面中的顶点。但是,我的噪声函数似乎在片段着色器中有效,但在顶点着色器中无效。
顶点着色器:
#version 300 es
precision highp float;
vec2 rand2d (vec2 uv_0) {
return vec2(
fract(sin(dot(uv_0, vec2(9832., -8933.2))) * 1938.4), fract(cos(dot(uv_0, vec2(-5294.2, 1243.2))) * 9043.)) * 2. - 1.;
}
float perlin_noise (vec2 uv_1) {
vec2 v00 = floor(uv_1);
vec2 v10 = v00 + vec2(1., 0.), v01 = v00 + vec2(0., 1.), v11 = v00 + vec2(1., 1.);
vec2 vxy = fract(uv_1);
float i00 = dot(rand2d(v00), vxy), i01 = dot(rand2d(v01), vxy - vec2(0., 1.)), i10 = dot(rand2d(v10), vxy - vec2(1., 0.)), i11 = dot(rand2d(v11), vxy - vec2(1., 1.));
vec2 s = smoothstep(0.0, 1.0, vxy);
return mix(mix(i00, i10, s.x), mix(i01, i11, s.x), s.y);
}
// supplied by three
in vec3 position;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 cameraPosition;
// supplied by me
uniform float spacing;
uniform vec2 offset;
uniform vec2 size;
out vec3 offsetPosition;
void main() {
// vec3 offsetPosition = position;
offsetPosition = position + vec3(offset.x, 0, offset.y);
offsetPosition.z = floor((cameraPosition.z + offsetPosition.z) / spacing) * spacing;
offsetPosition.y = perlin_noise(offsetPosition.xz / 10.) * 10.;
gl_Position = projectionMatrix * modelViewMatrix * vec4(offsetPosition, 1.0);
}
片段着色器:
#version 300 es
precision highp float;
vec2 rand2d (vec2 uv_0) {
return vec2(
fract(sin(dot(uv_0, vec2(9832., -8933.2))) * 1938.4), fract(cos(dot(uv_0, vec2(-5294.2, 1243.2))) * 9043.)) * 2. - 1.;
}
float perlin_noise (vec2 uv_1) {
vec2 v00 = floor(uv_1);
vec2 v10 = v00 + vec2(1., 0.), v01 = v00 + vec2(0., 1.), v11 = v00 + vec2(1., 1.);
vec2 vxy = fract(uv_1);
float i00 = dot(rand2d(v00), vxy), i01 = dot(rand2d(v01), vxy - vec2(0., 1.)), i10 = dot(rand2d(v10), vxy - vec2(1., 0.)), i11 = dot(rand2d(v11), vxy - vec2(1., 1.));
vec2 s = smoothstep(0.0, 1.0, vxy);
return mix(mix(i00, i10, s.x), mix(i01, i11, s.x), s.y);
}
in vec3 offsetPosition;
out highp vec4 fragColor;
void main() {
float value = perlin_noise(offsetPosition.xz / 10.) * .5 + .5;
fragColor = vec4(value, offsetPosition.y, 0., 1.);
}
结果:
飞机是完全平坦的(我发誓,该图像中有很多三角形),并且显示为红色而不是黄色/绿色,这表明 offsetPosition.y 被设置为零,这意味着我的 Perlin 噪声函数,在顶点着色器和片段着色器中相同,仅在顶点着色器中返回 0。为什么会这样?
【问题讨论】:
标签: three.js glsl shader webgl2