I'm following the website: https://thebookofshaders.com/05/
I'm working on this code now but I can't seem to understand how the pow function is making the line change when I plug in different values into the function:
// Author: Inigo Quiles
// Title: Expo
#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float plot(vec2 st, float pct){
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
float y = pow(st.x, 1.5);<-- 1.5 what is it doing exactly? how does changing the values make the line change in relation to the st.x value?
vec3 color = vec3(y);
float pct = plot(st,y);
color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
gl_FragColor = vec4(color,1.0);
}
Hence, for now stuck with the pow function and how changing the values works in relation to the st.x value
答案 0 :(得分:2)
计算这条线的代码可以说就是这段代码
float plot(vec2 st, float pct){
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
}
因为它只使用st.y我认为如果像这样写的话可能会更容易理解
float one_if_a_is_close_to_b_else_zero(float a, float b){
return smoothstep(a - 0.02, a, b) -
smoothstep(a, a + 0.02, b);
}
该代码用于选择2种颜色。一种颜色是
color = vec3(y);
这将是一个灰色阴影
另一种颜色为vec3(0.0, 1.0, 0.0)
,为绿色
此行选择这两种颜色,灰色或绿色
color = (1.0-pct)*color+pct*vec3(0.0,1.0,0.0);
可能更容易理解
vec3 gray = vec3(y);
vec3 green = vec3(0, 1, 0);
// choose gray when pct is 0
// green when pct is 1
// and a mix between them when pct is between 0 and 1
color = mix(gray, green, pct);
所以剩下的就是选择pct
所以我们也要重写它。
// st.x goes from 0.0 to 1.0 left to right across the canvas
// st.y goes from 0.0 to 1.0 up the canvas
float a = st.y;
float b = pow(st.x, 1.5);
float pct = one_if_a_is_close_to_b_else_zero(a, b);
而不是使用pow
,您可以尝试一些替换
float b = st.x; // same as pow(st.x, 1.)
或
float b = st.x * st.x; // same as pow(st.x, 2.)
或
float b = st.x * st.x * st.x; // same as pow(st.x, 3.)
知道st.x从0变为1,应该很清楚pow(st.x, 1)
会给你一条直线而pow(st.x, 2.0)
会给你一条曲线。只需对b = st.x * st.x
0和1
st.x
0 * 0 = 0.00
.1 * .1 = 0.01
.2 * .2 = 0.04
.3 * .3 = 0.09
.4 * .4 = 0.16
.5 * .5 = 0.25 // we're half way between 0 and 1 but the result is only .25
.6 * .6 = 0.36
.7 * .7 = 0.49
.8 * .8 = 0.64
.9 * .8 = 0.81
1.0 * 1.0 = 1.00