我创建了以下示例,使用Three.js练习一些GLSL编码。 我提到了一些示例代码,所以不太确定某些GLSL代码在这里如何工作。
我在下面的两个代码中添加了注释(★),这些代码我不知道发生了什么。
简而言之,我不明白这个白色圆圈是如何产生的,其大小如何变化。
我是GLSL的新手,我觉得这可能是一个数学问题,但是如果有人可以帮助我准确地了解下面这些GLSL代码的内容,我将不胜感激。
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<meta http-equiv="X-UA-Compatible" content="ie=edge">
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/104/three.min.js"></script>
<title>shader01</title>
<style>
body {
width: 100%;
height: 100%;
overflow: hidden;
margin: 0;
padding: 0;
}
</style>
</head>
<body>
<div id="container"></div>
<script id="fragmentShader" type="x-shader/x-fragment">
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 mouse;
uniform float time;
uniform vec2 resolution;
void main(void){
vec2 st = gl_FragCoord.xy/resolution;
//★What exactly is this calculation for? Why is it using a length method?
float f = 0.1/ length(st - mouse);
vec3 colorA = vec3(0.14,0.14,0.90);
vec3 colorB = vec3(1.00,0.80,0.20);
float pct = abs(sin(time));
//★colorA is 'vec3' while f is 'float', so what kind of calculation is made here?
//How does using a mix method make it possible for the size of the white circle to change like this?
vec3 tmp = mix((colorA) + f, colorB, pct);
gl_FragColor = vec4(tmp, 1.0);
}
</script>
<script>
var container;
var camera, scene, renderer;
var uniforms;
init();
animate();
function init() {
container = document.getElementById('container');
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
var geometry = new THREE.PlaneBufferGeometry(2, 2);
uniforms = {
time: { type: "f", value: 1.0 },
resolution: { type: "v2", value: new THREE.Vector2() },
mouse: { type: "v2", value: new THREE.Vector2() }
};
var material = new THREE.ShaderMaterial({
uniforms: uniforms,
fragmentShader: document.getElementById('fragmentShader').textContent
});
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
container.appendChild(renderer.domElement);
onWindowResize();
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize(e) {
renderer.setSize(window.innerWidth, window.innerHeight);
uniforms.resolution.value.x = renderer.domElement.width;
uniforms.resolution.value.y = renderer.domElement.height;
}
function animate() {
requestAnimationFrame(animate);
render();
}
document.onmousemove = function (e) {
uniforms.mouse.value.x = e.pageX / window.innerWidth;
uniforms.mouse.value.y = 1 - (e.pageY / window.innerHeight);
}
function render() {
uniforms.time.value += 0.01;
renderer.render(scene, camera);
}
</script>
</body>
</html>