问带Perlin噪声的GLSL阴影EN我想要实现的是一种阶梯式阴影(Toon阴影,细胞阴影.)对波产生的影响,我的...
PerlinNoiseFragmentShaderString = SHADER_STRING ( precision highp float; varying highp vec2 textureCoordinate; uniform float scale; uniform vec4 colorStart; uniform vec4 colorFinish; // // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian McEwan...
5 + "compiledShaders": [ 6 + { 7 + "glsl1": { 8 + "vert": "\nprecision mediump float;\nuniform mat4 cc_matViewProj;\nuniform mat4 cc_matWorld;\nattribute vec3 a_position;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvarying vec4 v_pos;\n#if USE_TEXTURE\n ...
下面是我的代码片段:from ursina.prefabs.first_person_controller import FirstPersonControllerfrom ursina.shaders import camera_grayscale_shader grass = 浏览0提问于2021-01-26得票数 0 1回答 模块:TypeError对象不可调用perlin_noise错误 、、 我正在用python ursina perlin_noise做游戏,我得到了这个错误 代码...
Fast Portable Noise Library - C# C++ C Java HLSL GLSL JavaScript Rust Go procedural-generationterrain-generationsimplexshaderproceduralnoisevoronoinoise-algorithmsperlinperlin-noisenoise-generatorhacktoberfestfractal-algorithmscellular-noisesimplex-algorithmnoise-librarynoise-2dnoise-3dcubic-noise ...
The demo is an experiment to combineterrain raycastingofperlin noisegenerated terrain withscreen space ambient occlusions(SSAO) andscreen space displacement mapping(SSDM). The terrain is generated at the beginning of the demo as a 1024x256x1024 sized perlin noise volume data inCUDA, which is rayca...
demo, geexlab, glsl, perlin noise, shader, simplex noise Terrain Rendering Demo With Perlin Noise, SSAO and SSDM 2010/09/14 JeGX Continue reading » General Tech, GPU Computing, tech demo cg, cuda, demo, opengl, perlin noise, ray casting, rendering, shader, ssao, ssdm, terrain Post ...
// Create and compile our GLSL program from the shaders GLuintprogramID=LoadShaders("TransformVertexShader.vertexshader","ColorFragmentShader.fragmentshader"); // Get a handle for our "MVP" uniform MatrixID=glGetUniformLocation(programID,"MVP"); ...
);#elseNSString *constkGPUImagePerlinNoiseFragmentShaderString = SHADER_STRING ( varying vec2 textureCoordinate; uniformfloatscale; uniform vec4 colorStart; uniform vec4 colorFinish;/// Description : Array and textureless GLSL 2D/3D/4D simplex// noise functions.// Author : Ian McEwan, Ashima...
ImagePerlinNoiseFragmentShaderString = SHADER_STRING ( precision highp float; varying highp vec2 textureCoordinate; uniform float scale; uniform vec4 colorStart; uniform vec4 colorFinish; // // Description : Array and textureless GLSL 2D/3D/4D simplex // noise functions. // Author : Ian ...