我正在尝试使用片段着色器复制笔触。 here is my demo。在动画开始时查看拉伸边缘。
我使用three.js进行了此设置:
material = new THREE.ShaderMaterial( {
side: THREE.DoubleSide,
uniforms: {
time: { type: 'f', value: 0 },
uvRate: {
value: new THREE.Vector2(1,3.7) // aspect ratio of image
},
texture: {
value: THREE.ImageUtils.loadTexture('img/stroke.png')
},
},
vertexShader: vertex,
fragmentShader: fragment
});
plane = new THREE.Mesh(new THREE.PlaneGeometry( 1,1, 1, 1 ),material);
顶点着色器以计算纵横比:
uniform vec2 uvRate1;
void main() {
vUv1 = uv - 0.5;
vUv1 *= uvRate.xy;
vUv1 += 0.5;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`
还有带有一些数学运算功能的片段着色器,可以缩放UV以进行“刷涂”
// math behind this https://www.desmos.com/calculator/8qdmw3a91w
float scale1(float coord,float progress){
coord = coord/progress;
if(coord<0.88) {
final = coord*progress;
} else{
final = pow( (3.*coord - 2.4),3.) + 0.75 + coord/8.;
final *= progress;
}
return final;
}
void main() {
float p = clamp(fract(time/20.) + 0.3, 0.,1.); // 0.3 -> 1.0
vec2 newuv = vUv1;
newuv.x = scale1(vUv1.x,p);
gl_FragColor = texture2D(texture,newuv);
}
但是我有这种优势:
。
有人知道这是什么原因吗?以及如何解决?
答案 0 :(得分:0)
它可能与纹理环绕有关,因为默认情况下它会夹紧到边缘。 (THREE.ClampToEdgeWrapping)
尝试在初始化后更改纹理的wrapS和wrapT属性,类似。
plane.material.uniforms.texture.wrapS =飞机.material.uniforms.texture.wrapT = 3.RepeatWrapping;