如何创建多步径向渐变片段着色器

时间:2017-11-14 12:21:50

标签: glsl fragment-shader

我使用一些着色器代码通过混合颜色来创建多步线性渐变。它很棒。我有一个使用距离的径向着色器。工作正常但我不知道要使它适应多步骤。

我怎么能接近它?

线性渐变 http://glslsandbox.com/e#39992.0

uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;

void main( void ) {

    float y = gl_FragCoord.y / resolution.y;

    vec4 white = vec4(1.0, 1.0, 1.0, 1.0);
    vec4 red = vec4(1.0, 0.0, 0.0, 1.0);
    vec4 blue = vec4(0.0, 0.0, 1.0, 1.0);
    vec4 green = vec4(0.0, 1.0, 0.0, 1.0);
    float step1 = 0.0;
    float step2 = 0.33;
    float step3 = 0.66;
    float step4 = 1.0;

    vec4 color = mix(white, red, smoothstep(step1, step2, y));
    color = mix(color, blue, smoothstep(step2, step3, y));
    color = mix(color, green, smoothstep(step3, step4, y));

    gl_FragColor = color;

}

简单径向渐变 https://www.shadertoy.com/view/4tjSWh

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{

    float d = distance(iResolution.xy*0.5,fragCoord.xy)*(sin(1.0)+1.5)*0.003;
    fragColor = mix(vec4(1.0, 1.0, 1.0, 1.0), vec4(0.0, 0.0, 0.0, 1.0), d);
}

1 个答案:

答案 0 :(得分:0)

您只需计算从当前片段到视口中心的距离。为此,您必须计算标准化设备坐标中的片段位置。您可以使用与中心的距离相同的方式,就像使用“条带”着色器中的y坐标一样:

vec2 pos_ndc = 2.0 * gl_FragCoord.xy / resolution.xy - 1.0;
float dist = length(pos_ndc);

你的着色器看起来应该是这样的:

void main()
{
    vec2 pos_ndc = 2.0 * gl_FragCoord.xy / resolution.xy - 1.0;
    float dist = length(pos_ndc);

    vec4 white = vec4(1.0, 1.0, 1.0, 1.0);
    vec4 red = vec4(1.0, 0.0, 0.0, 1.0);
    vec4 blue = vec4(0.0, 0.0, 1.0, 1.0);
    vec4 green = vec4(0.0, 1.0, 0.0, 1.0);
    float step1 = 0.0;
    float step2 = 0.33;
    float step3 = 0.66;
    float step4 = 1.0;

    vec4 color = mix(white, red, smoothstep(step1, step2, dist));
    color = mix(color, blue, smoothstep(step2, step3, dist));
    color = mix(color, green, smoothstep(step3, step4, dist));

    gl_FragColor = color;
}

预览:
radial gradient


请参阅代码段:

var ShaderProgram = {};
  ShaderProgram.Create = function( shaderList ) {
      var shaderObjs = [];
      for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh ) {
          var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );
          if ( shderObj == 0 )
              return 0;
          shaderObjs.push( shderObj );
      }
      var progObj = this.LinkProgram( shaderObjs )
      if ( progObj != 0 ) {
          progObj.attribIndex = {};
          var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES );
          for ( var i_n = 0; i_n < noOfAttributes; ++ i_n ) {
              var name = gl.getActiveAttrib( progObj, i_n ).name;
              progObj.attribIndex[name] = gl.getAttribLocation( progObj, name );
          }
          progObj.unifomLocation = {};
          var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS );
          for ( var i_n = 0; i_n < noOfUniforms; ++ i_n ) {
              var name = gl.getActiveUniform( progObj, i_n ).name;
              progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name );
          }
      }
      return progObj;
  }
  ShaderProgram.AttributeIndex = function( progObj, name ) { return progObj.attribIndex[name]; } 
  ShaderProgram.UniformLocation = function( progObj, name ) { return progObj.unifomLocation[name]; } 
  ShaderProgram.Use = function( progObj ) { gl.useProgram( progObj ); } 
  ShaderProgram.SetUniformI1  = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1i( progObj.unifomLocation[name], val ); }
  ShaderProgram.SetUniformF1  = function( progObj, name, val ) { if(progObj.unifomLocation[name]) gl.uniform1f( progObj.unifomLocation[name], val ); }
  ShaderProgram.SetUniformF2  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform2fv( progObj.unifomLocation[name], arr ); }
  ShaderProgram.SetUniformF3  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform3fv( progObj.unifomLocation[name], arr ); }
  ShaderProgram.SetUniformF4  = function( progObj, name, arr ) { if(progObj.unifomLocation[name]) gl.uniform4fv( progObj.unifomLocation[name], arr ); }
  ShaderProgram.SetUniformM33 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix3fv( progObj.unifomLocation[name], false, mat ); }
  ShaderProgram.SetUniformM44 = function( progObj, name, mat ) { if(progObj.unifomLocation[name]) gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat ); }
  ShaderProgram.CompileShader = function( source, shaderStage ) {
      var shaderScript = document.getElementById(source);
      if (shaderScript) {
        source = "";
        var node = shaderScript.firstChild;
        while (node) {
          if (node.nodeType == 3) source += node.textContent;
          node = node.nextSibling;
        }
      }
      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 : 0;
  } 
  ShaderProgram.LinkProgram = 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("Could not initialise shaders");
      gl.useProgram( null );
      return status ? prog : 0;
  }
          
  function drawScene(){
  
      var canvas = document.getElementById( "ogl-canvas" );
      var vp = [canvas.width, canvas.height];
      
      gl.viewport( 0, 0, canvas.width, canvas.height );
      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 );
      ShaderProgram.Use( progDraw );
      ShaderProgram.SetUniformF2( progDraw, "resolution", [256.0, 256.0] )
      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 );
  }  
  
  var gl;
  var prog;
  var bufObj = {};
  function sceneStart() {
  
      var canvas = document.getElementById( "ogl-canvas");
      gl = canvas.getContext( "experimental-webgl" );
      if ( !gl )
        return;
  
      progDraw = ShaderProgram.Create( 
        [ { source : "draw-shader-vs", stage : gl.VERTEX_SHADER },
          { source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER }
        ] );
      progDraw.inPos = gl.getAttribLocation( progDraw, "inPos" );
      if ( prog == 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 );
  
      setInterval(drawScene, 50);
  }
<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.xy, 0.0, 1.0 );
  }
  </script>
  
  <script id="draw-shader-fs" type="x-shader/x-fragment">
  precision mediump float;
  
  varying vec2 vertPos;
  uniform vec2 resolution;


    void main()
    {
      vec2 pos_ndc = 2.0 * gl_FragCoord.xy / resolution.xy - 1.0;
      float dist = length(pos_ndc);
      
      vec4 white = vec4(1.0, 1.0, 1.0, 1.0);
      vec4 red = vec4(1.0, 0.0, 0.0, 1.0);
      vec4 blue = vec4(0.0, 0.0, 1.0, 1.0);
      vec4 green = vec4(0.0, 1.0, 0.0, 1.0);
      float step1 = 0.0;
      float step2 = 0.33;
      float step3 = 0.66;
      float step4 = 1.0;

      vec4 color = mix(white, red, smoothstep(step1, step2, dist));
      color = mix(color, blue, smoothstep(step2, step3, dist));
      color = mix(color, green, smoothstep(step3, step4, dist));

      gl_FragColor = color;
    }
  </script>
  
  <body onload="sceneStart();">
      <canvas id="ogl-canvas" style="border: none;" width="256" height="256"></canvas>
  </body>