【发布时间】:2019-05-29 12:41:42
【问题描述】:
我在 Three.js 中开发了一个带有纹理飞溅的地形生成系统,但我无法对其应用法线贴图。我应该怎么做?到目前为止,此代码功能齐全。
我查看了一些关于 WebGL 着色和法线贴图的教程,但我找不到与我的代码准确匹配的教程。
FRAGMENT_SHADER: `
uniform sampler2D albedoA;
uniform sampler2D albedoB;
uniform sampler2D albedoC;
uniform sampler2D albedoD;
uniform sampler2D albedoE;
uniform sampler2D normalA;
uniform sampler2D normalB;
uniform sampler2D normalC;
uniform sampler2D normalD;
uniform sampler2D normalE;
uniform float repeatScale;
uniform vec3 sunPosition;
varying vec2 vUV;
varying float vAmount;
varying vec3 vNormal;
varying vec3 vWorldPosition;
void main()
{
vec3 diffA = (smoothstep(0.01, 0.25, vAmount) - smoothstep(0.25, 0.35, vAmount)) * texture2D(albedoA, vUV * repeatScale).rgb;
vec3 diffB = (smoothstep(0.24, 0.27, vAmount) - smoothstep(0.27, 0.37, vAmount)) * texture2D(albedoB, vUV * repeatScale).rgb;
vec3 diffC = (smoothstep(0.28, 0.32, vAmount) - smoothstep(0.32, 0.42, vAmount)) * texture2D(albedoC, vUV * repeatScale).rgb;
vec3 diffD = (smoothstep(0.30, 0.60, vAmount) - smoothstep(0.40, 0.70, vAmount)) * texture2D(albedoD, vUV * repeatScale).rgb;
vec3 diffE = (smoothstep(0.50, 0.85, vAmount)) * texture2D(albedoE, vUV * repeatScale).rgb;
vec3 albedoVector = diffA + diffB + diffC + diffD + diffE;
vec3 normA = (smoothstep(0.01, 0.25, vAmount) - smoothstep(0.25, 0.35, vAmount)) * texture2D(normalA, vUV * repeatScale).rgb;
vec3 normB = (smoothstep(0.24, 0.27, vAmount) - smoothstep(0.27, 0.37, vAmount)) * texture2D(normalB, vUV * repeatScale).rgb;
vec3 normC = (smoothstep(0.28, 0.32, vAmount) - smoothstep(0.32, 0.42, vAmount)) * texture2D(normalC, vUV * repeatScale).rgb;
vec3 normD = (smoothstep(0.30, 0.60, vAmount) - smoothstep(0.40, 0.70, vAmount)) * texture2D(normalD, vUV * repeatScale).rgb;
vec3 normE = (smoothstep(0.50, 0.85, vAmount)) * texture2D(normalE, vUV * repeatScale).rgb;
vec3 normalVector = normA + normB + normC + normD + normE;
float diffuseFloat = max(dot(normalize(sunPosition - vWorldPosition), vNormal), 0.0);
if (diffuseFloat < 0.25) { diffuseFloat = 0.25; }
if (diffuseFloat > 1.0) { diffuseFloat = 1.0; }
gl_FragColor = vec4(diffuseFloat * albedoVector, 1.0);
}
`,
VERTEX_SHADER: `
uniform sampler2D heightTexture;
varying vec2 vUV;
varying float vAmount;
varying vec3 vNormal;
varying vec3 vWorldPosition;
void main()
{
vUV = uv;
vAmount = texture2D(heightTexture, uv).r;
vec4 worldPosition = modelViewMatrix * vec4(position, 1.0);
vWorldPosition = worldPosition.xyz;
vNormal = vec3(normal);
gl_Position = projectionMatrix * worldPosition;
}
`
我正在使用 THREE.ShaderMaterial,到目前为止,代码会喷出纹理并考虑光照和阴影,但不考虑法线贴图。
【问题讨论】:
标签: javascript three.js glsl webgl shader