Theclampfunction returns x if it is larger than minVal and smaller than maxVal. In case x is smaller than minVal, minVal is returned. If x is larger than maxVal, maxVal is returned. The input parameters can be floating scalars or float vectors. In case of float vectors the operation is ...
Number(-1.0) : ClampCosine(-(rho * rho + d * d) / (2.0 * r * d)); ray_r_mu_intersects_ground = true;//这部分是与地面相交的 } else { // 恢复μ值在1到地平线部分的值: Length d_min = atmosphere.top_radius - r; Length d_max = rho + H; Length d = d_min + (d_max...
*/functioncreateShader(gl,type,source){// 根据 type 创建着色器constshader=gl.createShader(type);// 绑定内容文本 sourcegl.shaderSource(shader,source);// 编译着色器(将文本内容转换成着色器程序)gl.compileShader(shader);// 获取编译后的状态conststate=gl.getShaderParameter(shader,gl.COMPILE_STATUS);i...
官方文档解释:Returns0.0ifx<=edge0 and1.0ifx>=edge1 and performs smooth Hermite interpolation between0and1when edge0<x<edge1.This is usefulincases where you would want a thresholdfunctionwitha smooth transition.This is equivalent to:genType t;t=clamp((x – edge0)/(edge1 – edge0),0,1)...
Color = vec4(clamp(Position, 0.0, 1.0), 1.0); } openGL代码: GLuint ShaderProgram = glCreateProgram(); // ... ... GLuint Location = glGetUniformLocation(ShaderProgram, "gWVP"); // 获取shader中uniform mat4 gWVP变量的location if (Location != INVALID_UNIFORM_LOCATION) { ...
Returns0.0ifx<=edge0and1.0ifx>=edge1andperforms smooth Hermite interpolation between0and1when edge0<x< edge1. This is useful in cases where you would want a threshold function with a smooth transition. This is equivalentto: T t; t = clamp ((x – edge0) / (edge1 – edge0), 0, 1...
GL_CLAMP_TO_BORDER:超出的部分是用户指定的边缘的颜色。 在生成纹理对象的时候,需要用 glTexParameter() 设置一系列参数,设置的就是这个参数以及下面的 Texture Filtering 的参数。 Texture Filtering magnification/minification 组成纹理的图片数据和其要贴上去的形状的大小往往是不一样的。两种情况: ...
( col.rgb, specularTint.rgb, specularTint.a ) * u_lightSource.specular.rgb; return lightColor; } void main() { vec3 lightCol = LightModel( inData.pos, inData.nv, inData.col, u_specularTint, u_roughness, u_fresnel0 ); fragColor = vec4( clamp( lightCol...
points: THREE.Vector3[]; } interface Material { diffuse: THREE.Color; specular: THREE.Color; roughness: number; } export class LTCDiskMaterial extends THREE.ShaderMaterial { matrix4 = new THREE.Matrix4(); matrix42 = new THREE.Matrix4(); ...
(视线天顶角余弦)和mu_s(阳光天顶角余弦)// 注:nu为视线阳光夹角的余弦Lengthr_i=ClampRadius(atmosphere,sqrt(d_i*d_i+2.0*r*mu*d_i+r*r));Numbermu_i=ClampCosine((r*mu+d_i)/r_i);Numbermu_s_i=ClampCosine((r*mu_s+d_i*nu)/r_i);// 当前采样点的瑞利和米氏散射RadianceSpectrum...