mediump vec2 gl_PointCoord 点使用纹理的时候用的坐标系 常量 const mediump int gl_MaxVertexAttribs = 8; const mediump int gl_MaxVertexUniformVectors = 128; const mediump int gl_MaxVaryingVectors = 8; const mediump int gl_MaxVertexTextureImageUnits = 0; const mediump int gl_MaxCombinedTex...
v_rotation = theta; gl_Position = mvPosition; } `; const fragmentShader = ` uniform vec3 u_color; uniform float u_opacity; uniform sampler2D u_map; varying float v_rotation; void main(){ vec2 uv = gl_PointCoord - vec2(0.5); // 根据角度进行旋转计算新的贴图采样坐标 float xn = uv...
void main() { // 用gl_PointCoord设置纹理,不是UV坐标了 vec4 outColor = texture2D(texture, gl_PointCoord); // 设定像素颜色 = 纹理颜色 * 顶点颜色 gl_FragColor = outColor * vec4(color * vColor.xyz, 1.0); // 计算像素世界坐标z值 floatdepth = gl_FragCoord.z / gl_FragCoord.w; // ...
vec2 uv=vec2(gl_PointCoord.x,invert(gl_PointCoord.y)); vec2 cUv=2.*uv-1.; vec4 color=vec4(1./length(cUv)); color*=vOpacity; color.rgb*=uColor; gl_FragColor=color; }`constmaterial=newShaderMaterial({vertexShader:vertexShader,fragmentShader:fragmentShader,transparent:true,// 设置透明uni...
1.安装threejs npm install --save three components文件夹新建组件waves.vue,可直接运行: <template></template>import * as THREE from "three"; 显示右上角fps框 // import Stats from "./stats.module"; import { onMounted } from "vue";
{//旋转贴图float c=cos(vAngle);float s=sin(vAngle);vec2 uv=vec2(c*(gl_PointCoord.x-0.5)+s*(gl_PointCoord.y-0.5)+0.5,c*(gl_PointCoord.y-0.5)-s*(gl_PointCoord.x-0.5)+0.5);//粒子颜色gl_FragColor=vec4(vColor,1.0);vec4 color=texture2D(texture,uv);gl_FragColor=gl_FragColor*...
(time*0.005+gl_Position.y*1.5)*0.5+0.5)* (gl_Position.z )*5.0 +5.; v_position=position; } `, fragmentShader: ` uniform float time; varying vec3 v_position; void main(){ float dist=distance(gl_PointCoord,vec2(0.5,0.5)); if(dist<0.5){ gl_FragColor=vec4( cos(time*0.005+v_...
利⽤vue3+threejs仿iView官⽹⼤波浪特效实例 ⽬录 前⾔ ⼀、效果图 ⼆、代码 三、背景图⽚素材 总结 前⾔ Threejs可以理解为是⼀个web端三维引擎(渲染模型,数据可视化),如果有接触过UnralEngine 4(虚幻四)等游戏引擎的,应该很容易理解在⼀个三维场景必备的每⼀个部件(场景,渲染器,...
在处理部分透明的点云时,处理部分透明点云的设置是在必要时转换transparent: true、depthTest: false和...
gl_FragColor = gl_FragColor * texture2D(texture,gl_PointCoord); } `; const vs:string = ` attribute float size; attribute vec4 colors; varying float opacity; varying vec3 vexColor; void main(){ vexColor.x = colors.r; vexColor.y = colors.g; ...