我为环境立方体贴图写了一个着色器
*顶点着色器*
varying vec3 Normal;
varying vec3 EyeDir;
uniform samplerCube cubeMap;
void main()
{
gl_Position = gl_ModelViewProjectionMatrix*gl_Vertex;
Normal = gl_NormalMatrix * gl_Normal;
EyeDir = vec3(gl_ModelViewMatrix * gl_Vertex);
}
*片段着色器*
varying vec3 Normal;
varying vec3 EyeDir;
uniform samplerCube cubeMap;
void main(void)
{
vec3 reflectedDirection = normalize(reflect(EyeDir, normalize(Normal)));
reflectedDirection.y = -reflectedDirection.y;
vec4 fragColor = textureCube(cubeMap, reflectedDirection);
gl_FragColor = fragColor;
}
这是经典的结果:
现在我想添加一些镜面白色高光,以获得更有光泽的效果,如motherpearl。怎么可能添加这种亮点?像这个图像中的那个我应该将镜面反射分量加到gl_FragColor
?
第一次尝试是在顶点着色器中计算镜面反射
vec3 s = normalize(vec3(gl_LightSource[0].position - EyeDir));
vec3 v = normalize(EyeDir);
vec3 r = reflect( s, Normal );
vec3 ambient = vec3(gl_LightSource[0].ambient*gl_FrontMaterial.ambient);
float sDotN = max( dot(s,Normal), 0.0 );
vec3 diffuse = vec3(gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * sDotN);
vec3 spec = vec3(0.0);
if( sDotN > 0.0 )
spec = gl_LightSource[0].specular * gl_FrontMaterial.specular * pow( max( dot(r,v), 2.0 ), gl_FrontMaterial.shininess );
LightIntensity = 0*ambient + 0*diffuse + spec;
并将其乘以gl_FragColor
,但我获得的效果并不令人信服。
有人知道怎么做吗?
答案 0 :(得分:17)
以下是您 可以
的方式的示例:珍珠母效应 OFF :
珍珠母效应 ON :
顶点着色器:
uniform vec3 fvEyePosition;
varying vec3 ViewDirection;
varying vec3 Normal;
void main( void )
{
gl_Position = ftransform();
vec4 fvObjectPosition = gl_ModelViewMatrix * gl_Vertex;
ViewDirection = fvEyePosition - fvObjectPosition.xyz;
Normal = gl_NormalMatrix * gl_Normal;
}
片段着色器:
uniform samplerCube cubeMap;
varying vec3 ViewDirection;
varying vec3 Normal;
const float mother_pearl_brightness = 1.5;
#define MOTHER_PEARL
void main( void )
{
vec3 fvNormal = normalize(Normal);
vec3 fvViewDirection = normalize(ViewDirection);
vec3 fvReflection = normalize(reflect(fvViewDirection, fvNormal));
#ifdef MOTHER_PEARL
float view_dot_normal = max(dot(fvNormal, fvViewDirection), 0.0);
float view_dot_normal_inverse = 1.0 - view_dot_normal;
gl_FragColor = textureCube(cubeMap, fvReflection) * view_dot_normal;
gl_FragColor.r += mother_pearl_brightness * textureCube(cubeMap, fvReflection + vec3(0.1, 0.0, 0.0) * view_dot_normal_inverse) * (1.0 - view_dot_normal);
gl_FragColor.g += mother_pearl_brightness * textureCube(cubeMap, fvReflection + vec3(0.0, 0.1, 0.0) * view_dot_normal_inverse) * (1.0 - view_dot_normal);
gl_FragColor.b += mother_pearl_brightness * textureCube(cubeMap, fvReflection + vec3(0.0, 0.0, 0.1) * view_dot_normal_inverse) * (1.0 - view_dot_normal);
#else
gl_FragColor = textureCube(cubeMap, fvReflection);
#endif
}
当然,计算R,G和B组件的方式不是很正确,但我发布此代码是为了向您展示方式,而不是解决方案。
以下是彩虹色着色器的承诺“正确”版本:
顶点着色器:
varying vec3 v_view_direction;
varying vec3 v_normal;
varying vec2 v_texture_coordinate;
void main(void)
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
v_texture_coordinate = gl_MultiTexCoord0.xy;
v_view_direction = -gl_ModelViewMatrix[3].xyz;
v_normal = gl_NormalMatrix * gl_Normal;
}
片段着色器:
uniform samplerCube texture_reflection;
uniform sampler2D texture_iridescence;
uniform sampler2D texture_noise;
varying vec3 v_view_direction;
varying vec3 v_normal;
varying vec2 v_texture_coordinate;
const float noise_strength = 0.5;
void main(void)
{
vec3 n_normal = normalize(v_normal);
vec3 n_wiew_direction = normalize(v_view_direction);
vec3 n_reflection = normalize(reflect(n_wiew_direction, n_normal));
vec3 noise_vector = (texture2D(texture_noise, v_texture_coordinate).xyz - vec3(0.5)) * noise_strength;
float inverse_dot_view = 1.0 - max(dot(normalize(n_normal + noise_vector), n_wiew_direction), 0.0);
vec3 lookup_table_color = texture2D(texture_iridescence, vec2(inverse_dot_view, 0.0)).rgb;
gl_FragColor.rgb = textureCube(texture_reflection, n_reflection).rgb * lookup_table_color * 2.5;
gl_FragColor.a = 1.0;
}
无彩虹效果:
彩虹效果(查找纹理1):
彩虹效果(查找纹理2):
彩虹色查找纹理2:
噪音纹理:
<强>说明:强>
彩虹色查找纹理也可以是一维纹理,这将是更高的内存效率
此外,计算噪声向量的方式实际上是无意义的。正确的解决方案是使用凹凸贴图。但是,嘿,它有效! :d