【发布时间】:2022-03-25 11:33:58
【问题描述】:
我想从渲染图像的任何像素恢复 worldposition.xyz 以进行后处理。在 three.js 示例的帮助下,我重建了深度值。我认为我已经接近我的目标了。有谁知道我如何根据 vUv 和深度值重建世界位置?
depthShader = {
uniforms: {
'tDiffuse': { value: null },
'tDepth': { value: null },
'cameraNear': { value: 0 },
'cameraFar': { value: 0 },
},
vertexShader:`
varying vec2 vUv;
void main() {
vUv = uv;
vec4 modelViewPosition = modelViewMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * modelViewPosition;
}`,
fragmentShader:`
#include <packing>
uniform sampler2D tDiffuse;
uniform sampler2D tDepth;
uniform float cameraNear;
uniform float cameraFar;
varying vec2 vUv;
float readDepth( sampler2D depthSampler, vec2 coord ) {
float fragCoordZ = texture2D( depthSampler, coord ).x;
float viewZ = perspectiveDepthToViewZ( fragCoordZ, cameraNear, cameraFar );
return viewZToOrthographicDepth( viewZ, cameraNear, cameraFar );
}
void main() {
float depth = readDepth(tDepth, vUv);
vec4 color = texture2D(tDiffuse, vUv);
gl_FragColor.rgb = 1.0 - vec3( depth );
}`
};
【问题讨论】: