我在Stage3d上使用这个顶点着色器:
<script id="per-fragment-lighting-vs2" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
varying vec2 vTextureCoord;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
void main(void) {
vPosition = uMVMatrix * vec4(aVertexPosition, 1.0);
gl_Position = uPMatrix * vPosition;
vTextureCoord = aTextureCoord;
vTransformedNormal = uNMatrix * aVertexNormal;
}
</script>
结果如下:
如果我像这样编辑着色器:
<script id="per-fragment-lighting-vs2" type="x-shader/x-vertex">
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
varying vec2 vTextureCoord;
varying vec3 vTransformedNormal;
varying vec4 vPosition;
void main(void) {
**gl_Position = uMVMatrix * vec4(aVertexPosition, 1.0);**
vTextureCoord = aTextureCoord;
vTransformedNormal = uNMatrix * aVertexNormal;
}
</script>
并预测动作中的透视图我得到了正确的UV显示,虽然它有不同的视角,看起来还不错。
有什么建议吗?
答案 0 :(得分:0)
您很可能在第一个着色器实现中颠倒了矩阵乘法序列,因此您应首先乘以透视,然后乘以MV。
void main(void) {
vPosition = uPMatrix * vec4(aVertexPosition, 1.0);
gl_Position = uMVMatrix * vPosition;
vTextureCoord = aTextureCoord;
vTransformedNormal = uNMatrix * aVertexNormal;
}