我在这里问你三个问题遇到的问题。 我尝试进行视差映射。
顶点着色器:
varying vec3 v_pos;
varying vec3 v_nrm;
varying vec2 v_txc;
void main(){
v_pos = position;
v_nrm = normal;
v_txc = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position,1.0);
}
片段着色器:
uniform vec3 camPos;
uniform sampler2D heightMap;
uniform sampler2D textureDiffuse;
uniform float bumpness;
varying vec3 v_pos;
varying vec3 v_nrm;
varying vec2 v_txc;
float ApplyChainRule( float dhdu, float dhdv, float dud_, float dvd_ )
{
return dhdu * dud_ + dhdv * dvd_;
}
vec3 SurfaceGradient( vec3 n, vec3 dpdx, vec3 dpdy, float dhdx, float dhdy )
{
vec3 r1 = cross( dpdy, n );
vec3 r2 = cross( n, dpdx );
float det = dot( dpdx, r1 );
return ( r1 * dhdx + r2 * dhdy ) / det;
}
void main()
{
vec3 wsViewDir = normalize( camPos - v_pos );
vec3 wsNormal = normalize( v_nrm );
vec3 dpdx = dFdx( v_pos );
vec3 dpdy = dFdy( v_pos );
vec2 uv = v_txc;
vec2 duvdx = dFdx( uv );
vec2 duvdy = dFdy( uv );
// here will be the POM code
vec2 dhduv = texture2D( heightMap, uv ).rg;
dhduv = ( dhduv * 2.0 - 1.0 ) * bumpness;
float dhdx = ApplyChainRule( dhduv.x, dhduv.y, duvdx.x, duvdx.y );
float dhdy = ApplyChainRule( dhduv.x, dhduv.y, duvdy.x, duvdy.y );
wsNormal = normalize( wsNormal - SurfaceGradient( wsNormal, dpdx, dpdy, dhdx, dhdy ) );
gl_FragColor = vec4(texture2D( textureDiffuse, uv )+(wsNormal * 0.5 +0.5),1.0);
// here will be the lighting and shading code
}
我有这个错误:
THREE.WebGLShader:gl.getShaderInfoLog()片段错误:0:? :'':语法错误
我找不到我的错误你可以帮我吗?
谢谢;)
答案 0 :(得分:0)
你的意思是:
gl_FragColor = texture2D(textureDiffuse, uv) + vec4(wsNormal * 0.5 + 0.5, 1.0);