); return false; } } /** * 创建着色器 * @param gl WebGL上下文 * @param type 着色器类型 * @param source 着色器文本 */ function createShader(gl, type, source) { // 根据 type 创建着色器 const shader = gl.createShader(type); // 绑定内容
floatrnd = random(myVec.xy); Typically you might use it like so: gl_FragColor=vec4(vec3( random(gl_FragCoord.xy/ resolution.xy) ),1.0); default precision Requiring the following will give you a function that doesn't specify any precision: ...
#pragmaglslify:random=require(glsl-random) ...floatrnd=random(myVec.xy); Typically you might use it like so: gl_FragColor=vec4(vec3( random(gl_FragCoord.xy/resolution.xy ) ),1.0); Requiring the following will give you a function that doesn't specify any precision: ...
/*** 通过一个 变色的立方体,演示如何在Primitive中使用自定义着色器***/constboxSize=25;// Create a Material Appearance using custom shader code.functioncreateMaterialAppearance(){// Create custom materials.constcustomMaterial=newCesium.Material({translucent:false,fabric:{type:"CustomBoxShader",// NOTE...
float random (T seed); vec2 random2 (T seed); vec3 random3 (T seed); vec4 random4 (T seed); // T being either float, vec2, vec3, vec4 - ideally. b)连续的噪声,比如柏林噪声——同样是n维,+-均匀分布,有约束的值集,看起来不错(一些配置外观的选项,比如柏林电平也很有用)。我希望...
random.glsl vec3 random(vec2 range) { ... return random; } import fragmentShaderSource from './fragmentShaderSource.glsl' Will return this JavaScript string: precision mediump float; varying vec4 v_color; varying vec3 v_normal; vec3 randomDirection(vec2 range) { ... return random; } vec...
(Math.random() - 0.5) * 10; const y = (Math.random() - 0.5) * 10; const z = (Math.random() - 0.5) * 10; vertices.push(x, y, z); } geometry.setAttribute('position', new THREE.Float32BufferAttribute(vertices, 3)); const material = new THREE.ShaderMaterial({ uniforms: { ...
Materials are described in the materialScatterRay function, the secene is set up in the hitWorld function. Camera and DoF settings are in the main function. The sample implements pseudo-random function, but the shader actually receives noise texture as an input, so if you don't like results...
Random but still a bit too cyclic due to my way of changing the attractor’s parameters (almost same frequency and amplitude a bit too extreme causing these empty frames). It also does produce blank frames with specific parameter values (not necessarily extremes), wonder if that’s the same...
And this is the final fragment shader, sampling a texture to determine the colour, based on the depth. It also includes a random function, to break the gradient a bit so it looks more natural. Mesh distortion over time GLSL - fragment shader ...