我正在尝试使用WebGL创建一个有趣的效果。 在我的片段着色器中,我有以下行,用黑色和白色绘制我的纹理:
gl_FragColor = vec4(vec3(color0.r+color0.g+color0.b)/3.0, color0.a);
其中color0
是纹理的颜色。
在着色器中,我还有一个uniform vec2 u_mouse
,它从我的javascript代码传入,作为屏幕上的鼠标坐标。
现在我想要的是能够移动鼠标,部分图像将在给定半径内着色,如图所示:
我的想法是有一个面具,上面有一个白色圆圈,随着鼠标移动,但我不知道如何进行图像处理...... 我也希望动画不会流畅,就像鼠标值之间的插值一样。
谢谢!
答案 0 :(得分:5)
您想将黑白版本与彩色版本混合
vec4 bw = vec4(vec3(color0.r + color0.g + color0.b) / 3., color.a);
gl_FragColor = mix(bw, color0, mixAmount);
mix
定义为
mix(a, b, l) = a + (b - a) * l
换句话说,如果mixAmount
为0,您将获得bw
,如果mixAmount
为1,您将获得color0
。对于介于0和1之间的值,您将得到2的混合。
所以现在你只需要setting mixAmount
作为一个示例,假设您在画布相对坐标中传入鼠标,则可以计算与该坐标的距离
uniform vec2 mousePos; // in pixels where 0,0 is bottom left
...
float dist = distance(mousePos, gl_FragCoord.xy);
然后,您可以使用它来计算mixAmount
例如
uniform float mixRadius;
float mixAmount = clamp(dist / mixRadius, 0., 1.);
你会得到一个褪色的圆圈,中心的颜色渐渐变成黑色和白色。
如果您希望中心区域的颜色更大,那么可以传入minRadius
和maxRadius
uniform float minRadius;
uniform float maxRadius;
float range = maxRadius - minRadius
float mixAmount = clamp((dist - minRadius) / range, 0., 1.);
或类似的东西
这是一个有效的例子
"use strict";
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
uniform mat4 matrix;
varying vec2 v_texcoord;
void main() {
gl_Position = matrix * position;
v_texcoord = texcoord;
}
`;
const fs = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform vec2 mousePos;
uniform float minRadius;
uniform float maxRadius;
void main() {
vec4 color0 = texture2D(tex, v_texcoord);
vec4 bw = vec4(vec3(color0.r + color0.g + color0.b) / 3., color0.a);
float dist = distance(mousePos, gl_FragCoord.xy);
float range = maxRadius - minRadius;
float mixAmount = clamp((dist - minRadius) / range, 0., 1.);
gl_FragColor = mix(color0, bw, mixAmount);
}
`;
const m4 = twgl.m4;
const gl = document.querySelector("canvas").getContext("webgl");
const info = document.querySelector("#info");
// compiles shaders, link program, looks up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData for each array
const bufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);
const textureInfo = {
width: 1,
height: 1,
};
const texture = twgl.createTexture(gl, {
src: "http://i.imgur.com/NzBzAdN.jpg",
crossOrigin: '',
flipY: true,
}, (err, tex, img) => {
textureInfo.width = img.width;
textureInfo.height = img.height;
render();
});
const mousePos = [0, 0];
function render() {
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
// cover canvas with image
const canvasAspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const imageAspect = textureInfo.width / textureInfo.height;
// this assumes we want to fill vertically
let horizontalDrawAspect = imageAspect / canvasAspect;
let verticalDrawAspect = 1;
// does it fill horizontally?
if (horizontalDrawAspect < 1) {
// no it does not so scale so we fill horizontally and
// adjust vertical to match
verticalDrawAspect /= horizontalDrawAspect;
horizontalDrawAspect = 1;
}
const mat = m4.scaling([horizontalDrawAspect, verticalDrawAspect, 1]);
// calls gl.activeTexture, gl.bindTexture, gl.uniform
twgl.setUniforms(programInfo, {
minRadius: 25,
maxRadius: 100,
tex: texture,
matrix: mat,
mousePos: mousePos,
});
twgl.drawBufferInfo(gl, bufferInfo);
}
render();
gl.canvas.addEventListener('mousemove', e => {
const canvas = e.target;
const rect = canvas.getBoundingClientRect();
const x = (e.clientX - rect.left) * canvas.width / rect.width;
const y = (e.clientY - rect.top) * canvas.height / rect.height;
mousePos[0] = x;
mousePos[1] = canvas.height - y - 1;
render();
});
window.addEventListener('resize', render);
&#13;
body { margin: 0; }
canvas { display: block; width: 100vw; height: 100vh; }
&#13;
<canvas></canvas>
<script src="https://twgljs.org/dist/3.x/twgl-full.min.js"></script>
&#13;
就像你提到的那样,你也可以传递一个蒙版纹理。这样可以轻松制作其他形状。同样,您只需要mixAmount
所以,像
uniform mat4 maskMatrix;
...
vec2 maskUV = (maskMatrix * vec4(v_texcoord, 0, 1)).xy;
float mixAmount = texture2D(mask, maskUV).a;
您可以看到how to set that matrix using 2d or 3d matrices by following these articles
"use strict";
const vs = `
attribute vec4 position;
attribute vec2 texcoord;
uniform mat4 matrix;
varying vec2 v_texcoord;
void main() {
gl_Position = matrix * position;
v_texcoord = texcoord;
}
`;
const fs = `
precision mediump float;
varying vec2 v_texcoord;
uniform sampler2D tex;
uniform mat4 maskMatrix;
uniform sampler2D maskTex;
void main() {
vec4 color0 = texture2D(tex, v_texcoord);
vec4 bw = vec4(vec3(color0.r + color0.g + color0.b) / 3., color0.a);
vec2 maskUV = (maskMatrix * vec4(v_texcoord, 0, 1)).xy;
float mixAmount = texture2D(maskTex, maskUV).a;
gl_FragColor = mix(bw, color0, mixAmount);
}
`;
const m4 = twgl.m4;
const gl = document.querySelector("canvas").getContext("webgl");
const info = document.querySelector("#info");
// compiles shaders, link program, looks up locations
const programInfo = twgl.createProgramInfo(gl, [vs, fs]);
// calls gl.createBuffer, gl.bindBuffer, gl.bufferData for each array
const bufferInfo = twgl.primitives.createXYQuadBufferInfo(gl);
const textureInfo = {
width: 1,
height: 1,
};
// calls gl.createTexture, gl.bindTexture, gl.texImage2D, gl.texParameteri
const texture = twgl.createTexture(gl, {
src: "http://i.imgur.com/NzBzAdN.jpg",
crossOrigin: '',
flipY: true,
}, (err, tex, img) => {
textureInfo.width = img.width;
textureInfo.height = img.height;
render();
});
// we could load a mask from an image but let's just make one from a canvas
// We'll use the letter F
const maskWidth = 128;
const maskHeight = 128;
const ctx = document.createElement("canvas").getContext("2d");
ctx.canvas.width = maskWidth;
ctx.canvas.height = maskHeight;
ctx.font = "bold 120px sans-serif";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.strokeStyle = "white";
ctx.strokeRect(2, 2, 124, 124);
ctx.translate(64, 64);
ctx.fillStyle = "white";
ctx.fillText("F", 0, 0);
// calls gl.createTexture, gl.bindTexture, gl.texImage2D, gl.texParameteri
const maskTexture = twgl.createTexture(gl, {
src: ctx.canvas,
minMag: gl.LINEAR,
wrap: gl.CLAMP_TO_EDGE,
flipY: true,
});
const mousePos = [0, 0];
function render() {
twgl.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.useProgram(programInfo.program);
// calls gl.bindBuffer, gl.enableVertexAttribArray, gl.vertexAttribPointer
twgl.setBuffersAndAttributes(gl, programInfo, bufferInfo);
// cover canvas with image
const canvasAspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
const imageAspect = textureInfo.width / textureInfo.height;
// this assumes we want to fill vertically
let horizontalDrawAspect = imageAspect / canvasAspect;
let verticalDrawAspect = 1;
// does it fill horizontally?
if (horizontalDrawAspect < 1) {
// no it does not so scale so we fill horizontally and
// adjust vertical to match
verticalDrawAspect /= horizontalDrawAspect;
horizontalDrawAspect = 1;
}
const mat = m4.scaling([horizontalDrawAspect, verticalDrawAspect, 1]);
// Our texcoord represent a unit square from 0,0 to 1,1. We want that center
// centered around the mouse move scale by 2 and subtract 1
// compute how large the image is (note it's larger than the canvas
// because we computed a `cover` style above)
const imageDisplayWidth = gl.canvas.width * horizontalDrawAspect;
const imageDisplayHeight = gl.canvas.height * verticalDrawAspect;
// compute how many pixels off the screen it is
const xOff = gl.canvas.width * (horizontalDrawAspect - 1) / 2;
const yOff = gl.canvas.height * (verticalDrawAspect - 1) / 2;
// decide a size to draw the mask in pixel
const maskDrawWidth = maskWidth;
const maskDrawHeight = maskHeight;
let maskMat = m4.identity();
// translate the UV coords so they are centered
maskMat = m4.translate(maskMat, [.5, .5, 0]);
// scale the uvCoords to the mask
maskMat = m4.scale(maskMat, [
1 / (maskDrawWidth / imageDisplayWidth),
1 / (maskDrawHeight/ imageDisplayHeight),
1,
]);
// move the UV coords so the origin is at th emouse
maskMat = m4.translate(maskMat, [
-(mousePos[0] + xOff) / imageDisplayWidth,
-(mousePos[1] + yOff) / imageDisplayHeight,
0,
]);
// calls gl.activeTexture, gl.bindTexture, gl.uniform
twgl.setUniforms(programInfo, {
tex: texture,
matrix: mat,
maskTex: maskTexture,
maskMatrix: maskMat,
});
twgl.drawBufferInfo(gl, bufferInfo);
}
render();
gl.canvas.addEventListener('mousemove', e => {
const canvas = e.target;
const rect = canvas.getBoundingClientRect();
const x = (e.clientX - rect.left) * canvas.width / rect.width;
const y = (e.clientY - rect.top) * canvas.height / rect.height;
mousePos[0] = x;
mousePos[1] = canvas.height - y - 1;
render();
});
window.addEventListener('resize', render);
&#13;
body { margin: 0; }
canvas { display: block; width: 100vw; height: 100vh; }
&#13;
<canvas></canvas>
<script src="https://twgljs.org/dist/3.x/twgl-full.min.js"></script>
&#13;
注意我使用带有框架的F
来清楚地显示蒙版。另请注意,必须保持遮罩的边缘为0,因为边缘像素将重复超过遮罩的边框。当与掩模一起使用的纹理坐标为&lt;时,您需要修改着色器以使用0。 0或&gt; 1。
我还使用矩阵来操纵UV坐标。由于它是一个矩阵,因此无需更改着色器即可轻松缩放,偏移和/或旋转蒙版。
至于动画,它不清楚你想要什么样的动画。如果你想要颜色随着时间的推移逐渐消失,你可以use a techinque like the one in this answer。您可以在另一对纹理中绘制蒙版。您使用这对纹理作为mixAmount
蒙版。通过将一个纹理绘制到另一个纹理中,将这些纹理淡化为0,每个帧减去一定数量
gl_FragColor = texture2D(mixTexture, uv).rgba - vec4(0.01);
例如。
答案 1 :(得分:2)
您需要一个片段着色器,它根据距离为图像着色。
黑色和白色通常使用公式gray = 0.2126 * red + 0.7152 * green + 0.0722 * blue
创建(在网络上有不同的亮度公式和解释:Luma (video),Seven grayscale conversion algorithms。)
根据距离,您可以在原始颜色和黑白颜色之间进行插值。
为此你需要不同的统一变量:
uniform vec2 u_mouse;
uniform vec2 u_maxDistance;
这些是要着色的区域(u_mouse
)的中心点和要着色的区域的最大半径(u_maxDistance
)。
可以使用length
计算当前片段与图像中心点之间的距离:
vec2 fragmentPos = ...;
float distance = length( fragmentPos - u_mouse );
通过将距离distance
和最大距离u_maxDistance
相除来计算混合比率:
float mixK = distance / u_maxDistance;
您还可以尝试非线性混合比:
float mixK = pow( distance / u_maxDistance, 2.0 );
我们使用函数mix
:
vec3 texColor = ...;
vec3 grayColor = vec3( 0.2126 * texColor.r + 0.7152 * texColor.g + 0.0722 * texColor.b );
vec3 finalColor = mix( texColor, grayColor, clamp( mixK, 0.0, 1.0 ) );
如果要点亮受影响的区域,则必须将颜色乘以大于1.0的值:
vec3 finalColor = mix( texColor * 1.2, grayColor, clamp( mixK, 0.0, 1.0 ) );
最终的顶点着色器和片段着色器:
precision mediump float;
attribute vec2 inPos;
varying vec2 vertPos;
void main()
{
vertPos = inPos;
gl_Position = vec4( inPos, 0.0, 1.0 );
}
precision mediump float;
varying vec2 vertPos;
uniform sampler2D u_texture;
uniform vec2 u_mouse;
uniform float u_maxDistance;
void main()
{
float distance = length( vertPos - u_mouse);
float mixK = pow( distance / u_maxDistance, 2.0 );
vec2 texCoord = vertPos * 0.5 + 0.5;
vec3 texColor = texture2D( u_texture, texCoord.st ).rgb;
vec3 grayColor = vec3( 0.2126 * texColor.r + 0.7152 * texColor.g + 0.0722 * texColor.b );
vec3 finalColor = mix( texColor * 1.2, grayColor, clamp( mixK, 0.0, 1.0 ) );
gl_FragColor = vec4( finalColor.rgb, 1.0 );
}
如果您需要受影响区域的蒙版,则需要具有一个通道的蒙版纹理。通道表示该区域受影响的程度。您还必须计算与鼠标位置和受影响区域大小相关的遮罩的纹理坐标。
vec2 maskTexCoord = 0.5 + 0.5 * (vertPos - u_mouse) / u_maxDistance;
float mask = texture2D( u_maskTexture, maskTexCoord ).x;
vec3 finalColor = mix( grayColor, texColor * u_lightup, mask );
为避免掩码重复,您必须实现范围检查:
vec2 rangeTest = step( vec2(0.0), maskTexCoord ) * step( maskTexCoord, vec2(1.0) );
mask *= rangeTest.x * rangeTest.y;
请参阅以下示例,其中圆形区域和蒙版的实现是混合的:
(function loadscene() {
var canvas, gl, prog, bufObj = {}, textureObj, maskTextureObj;
function render(deltaMS){
var maxDist = document.getElementById( "maxDist" ).value / 100;
var exponent = document.getElementById( "exponent" ).value / 100;
var lightup = document.getElementById( "lightup" ).value / 100;
gl.viewport( 0, 0, vp_size[0], vp_size[1] );
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
var texUnit = 0;
gl.activeTexture( gl.TEXTURE0 + texUnit );
gl.bindTexture( gl.TEXTURE_2D, textureObj );
var maskTexUnit = 1;
gl.activeTexture( gl.TEXTURE0 + maskTexUnit );
gl.bindTexture( gl.TEXTURE_2D, maskTextureObj );
ShProg.Use( progDraw );
var pos = [ 2.0, 2.0 ];
if (mousePos[0] > 0 && mousePos[1] > 0 )
pos = [2.0 * mousePos[0] / vp_size[0] - 1.0, 1.0 - 2.0 * mousePos[1] / vp_size[1]];
ShProg.SetF2( progDraw, "u_vpsize", vp_size );
ShProg.SetF2( progDraw, "u_mouse", pos );
ShProg.SetF1( progDraw, "u_maxDistance", maxDist );
ShProg.SetF1( progDraw, "u_exponent", exponent );
ShProg.SetF1( progDraw, "u_lightup", lightup );
ShProg.SetI1( progDraw, "u_texture", texUnit );
ShProg.SetI1( progDraw, "u_maskTexture", maskTexUnit );
gl.enableVertexAttribArray( progDraw.inPos );
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.vertexAttribPointer( progDraw.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.drawElements( gl.TRIANGLES, bufObj.inx.len, gl.UNSIGNED_SHORT, 0 );
gl.disableVertexAttribArray( progDraw.pos );
requestAnimationFrame(render);
}
function initScene() {
canvas = document.getElementById( "scene-canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return;
textureObj = Texture.LoadTexture2D( "https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/supermario.jpg", true );
maskTextureObj = Texture.LoadTexture2D( "https://raw.githubusercontent.com/Rabbid76/graphics-snippets/master/resource/texture/bat.png", true );
progDraw = ShProg.Create(
[ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
{ source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
] );
progDraw.inPos = gl.getAttribLocation( progDraw.progObj, "inPos" );
if ( progDraw.progObj == 0 )
return;
var pos = [ -1, -1, 1, -1, 1, 1, -1, 1 ];
var inx = [ 0, 1, 2, 0, 2, 3 ];
bufObj.pos = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.pos );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( pos ), gl.STATIC_DRAW );
bufObj.inx = gl.createBuffer();
bufObj.inx.len = inx.length;
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( inx ), gl.STATIC_DRAW );
window.onresize = resize;
resize();
requestAnimationFrame(render);
}
function resize() {
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
vp_size = [window.innerWidth, window.innerHeight]
//vp_size = [256, 256]
canvas.width = vp_size[0];
canvas.height = vp_size[1];
}
var mousePos = [-1, -1];
(function() {
document.onmousemove = handleMouseMove;
function handleMouseMove(event) {
var dot, eventDoc, doc, body, pageX, pageY;
event = event || window.event; // IE-ism
if (event.pageX == null && event.clientX != null) {
eventDoc = (event.target && event.target.ownerDocument) || document;
doc = eventDoc.documentElement;
body = eventDoc.body;
event.pageX = event.clientX +
(doc && doc.scrollLeft || body && body.scrollLeft || 0) -
(doc && doc.clientLeft || body && body.clientLeft || 0);
event.pageY = event.clientY +
(doc && doc.scrollTop || body && body.scrollTop || 0) -
(doc && doc.clientTop || body && body.clientTop || 0 );
}
var x = event.pageX - canvas.offsetLeft;
var y = event.pageY - canvas.offsetTop;
mousePos = [-1, -1];
if ( x >= 0 && x < canvas.width && y >= 0 && y < canvas.height ) {
mousePos = [x, y];
}
}
})();
var ShProg = {
Create: function (shaderList) {
var shaderObjs = [];
for (var i_sh = 0; i_sh < shaderList.length; ++i_sh) {
var shderObj = this.Compile(shaderList[i_sh].source, shaderList[i_sh].stage);
if (shderObj) shaderObjs.push(shderObj);
}
var prog = {}
prog.progObj = this.Link(shaderObjs)
if (prog.progObj) {
prog.attrInx = {};
var noOfAttributes = gl.getProgramParameter(prog.progObj, gl.ACTIVE_ATTRIBUTES);
for (var i_n = 0; i_n < noOfAttributes; ++i_n) {
var name = gl.getActiveAttrib(prog.progObj, i_n).name;
prog.attrInx[name] = gl.getAttribLocation(prog.progObj, name);
}
prog.uniLoc = {};
var noOfUniforms = gl.getProgramParameter(prog.progObj, gl.ACTIVE_UNIFORMS);
for (var i_n = 0; i_n < noOfUniforms; ++i_n) {
var name = gl.getActiveUniform(prog.progObj, i_n).name;
prog.uniLoc[name] = gl.getUniformLocation(prog.progObj, name);
}
}
return prog;
},
AttrI: function (prog, name) { return prog.attrInx[name]; },
UniformL: function (prog, name) { return prog.uniLoc[name]; },
Use: function (prog) { gl.useProgram(prog.progObj); },
SetI1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1i(prog.uniLoc[name], val); },
SetF1: function (prog, name, val) { if (prog.uniLoc[name]) gl.uniform1f(prog.uniLoc[name], val); },
SetF2: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform2fv(prog.uniLoc[name], arr); },
SetF3: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform3fv(prog.uniLoc[name], arr); },
SetF4: function (prog, name, arr) { if (prog.uniLoc[name]) gl.uniform4fv(prog.uniLoc[name], arr); },
SetM33: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix3fv(prog.uniLoc[name], false, mat); },
SetM44: function (prog, name, mat) { if (prog.uniLoc[name]) gl.uniformMatrix4fv(prog.uniLoc[name], false, mat); },
Compile: function (source, shaderStage) {
var shaderScript = document.getElementById(source);
if (shaderScript)
source = shaderScript.text;
var shaderObj = gl.createShader(shaderStage);
gl.shaderSource(shaderObj, source);
gl.compileShader(shaderObj);
var status = gl.getShaderParameter(shaderObj, gl.COMPILE_STATUS);
if (!status) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : null;
},
Link: function (shaderObjs) {
var prog = gl.createProgram();
for (var i_sh = 0; i_sh < shaderObjs.length; ++i_sh)
gl.attachShader(prog, shaderObjs[i_sh]);
gl.linkProgram(prog);
status = gl.getProgramParameter(prog, gl.LINK_STATUS);
if ( !status ) alert(gl.getProgramInfoLog(prog));
return status ? prog : null;
} };
var Texture = {};
Texture.HandleLoadedTexture2D = function( image, texture, flipY ) {
gl.activeTexture( gl.TEXTURE0 );
gl.bindTexture( gl.TEXTURE_2D, texture );
gl.pixelStorei( gl.UNPACK_FLIP_Y_WEBGL, flipY != undefined && flipY == true );
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA, gl.UNSIGNED_BYTE, image );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT );
gl.bindTexture( gl.TEXTURE_2D, null );
return texture;
}
Texture.LoadTexture2D = function( name, flip ) {
var texture = gl.createTexture();
texture.image = new Image();
texture.image.setAttribute('crossorigin', 'anonymous');
texture.image.onload = function () {
Texture.HandleLoadedTexture2D( texture.image, texture, flip )
}
texture.image.src = name;
return texture;
}
initScene();
})();
#gui { position : absolute; top : 0; left : 0; }
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 inPos;
varying vec2 vertPos;
void main()
{
vertPos = inPos;
gl_Position = vec4( inPos, 0.0, 1.0 );
}
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 vertPos;
uniform sampler2D u_texture;
uniform sampler2D u_maskTexture;
uniform vec2 u_vpsize;
uniform vec2 u_mouse;
uniform float u_maxDistance;
uniform float u_exponent;
uniform float u_lightup;
void main()
{
float aspect = u_vpsize[0]/u_vpsize[1];
vec2 distVec = (vertPos - u_mouse) * vec2(max(1.0,aspect), max(1.0,1.0/aspect));
float distance = length(distVec);
float mixK = pow( distance / u_maxDistance, u_exponent );
vec2 texCoord = vertPos * 0.5 + 0.5;
vec3 texColor = texture2D( u_texture, texCoord.st ).rgb;
vec3 grayColor = vec3( 0.2126 * texColor.r + 0.7152 * texColor.g + 0.0722 * texColor.b );
vec2 maskTexCoord = 0.5 + 0.5 * distVec / u_maxDistance;
float mask = texture2D( u_maskTexture, maskTexCoord ).a;
vec3 finalColor = mix( grayColor, texColor * u_lightup, ( 1.0 - clamp( mixK, 0.0, 1.0 ) ) * mask );
gl_FragColor = vec4( finalColor.rgb, 1.0 );
}
</script>
<form id="gui" name="inputs">
<table>
<tr> <td> <font color= #CCF>max. distance</font> </td>
<td> <input type="range" id="maxDist" min="1" max="100" value="33"/></td> </tr>
<tr> <td> <font color= #CCF>exponent</font> </td>
<td> <input type="range" id="exponent" min="1" max="300" value="100"/></td> </tr>
<tr> <td> <font color= #CCF>light up</font> </td>
<td> <input type="range" id="lightup" min="50" max="200" value="150"/></td> </tr>
</table>
</form>
<canvas id="scene-canvas" style="border: none"></canvas>