wtc-gl+webgl实现三维立方体 对数深度缓冲(Z-抗锯齿)和阴影/轮廓效果代码

代码语言:html

所属分类:三维

代码描述:wtc-gl+webgl实现三维立方体 对数深度缓冲(Z-抗锯齿)和阴影/轮廓效果代码

代码标签: wtc-gl webgl 三维 立方体 对数 深度 缓冲 抗锯齿 阴影 轮廓

下面为部分代码预览,完整代码请点击下载或在bfwstudio webide中打开

<!DOCTYPE html>
<html lang="en" >

<head>
  <meta charset="UTF-8">
  

  
  
<style>
body {
  background: pink;
  margin: 0;
  overflow: hidden;
}
canvas {
  
  width: 100vw;
  height: 100vh;
}
</style>


  
  
</head>

<body >
  <script type="text/fragment" id="vertShader">#version 300 es
  in vec3 position;
  in vec2 uv;
  in vec3 normal;
  in mat4 translation;
  in mat4 inverseTranspose;
  in float scale;
  in float id;
  in float faceoffset;
  in vec3 facecolour;
  in vec3 colour;
  
  uniform mat4 u_viewMatrix;
  uniform mat4 u_modelMatrix;
  uniform mat4 u_modelViewMatrix;
  uniform mat4 u_projectionMatrix;
  uniform mat3 u_normalMatrix;
  uniform float u_time;
  uniform float u_logDepthDelta;
  
  out vec3 vNormal;
  out vec3 vPosition;
  out vec3 vWorldPosition;
  out vec2 vUV;
  out float vCol;
  out float depth;
  out vec3 facecol;
  
  #define EPSILON 0.01
  
  void main() {
    vec3 pos = (translation*vec4(scale*position, 1.)).xyz;
    // vec3 pos = position;
    // vec3 pos = mat3(translation)*(scale*position);
    
    vec4 camPos = u_projectionMatrix * u_modelViewMatrix * vec4(pos, 1.0);
    
    // Modify the depth in clip space
    depth = log2( max( EPSILON, camPos.w + 1.0 ) ) * u_logDepthDelta - 1.0;
    // depth = (2.0 * depth - 1.0) * camPos.w; // debug
    // depth = camPos.w;
    // camPos.z = (2.0 * depth - 1.0) * camPos.w;
    
    gl_Position = camPos;
    // gl_Position.w = depth;
    gl_Position.z *= depth;
    
    vUV = uv;
    vNormal = (inverseTranspose * vec4(normal,1)).xyz;
    
    vCol = faceoffset+id;
    facecol = fract(facecolour+colour);
  }
</script>
<script type="text/fragment" id="fragShader">#version 300 es
  precision highp float;
  
  in vec3 vNormal;
  in vec2 vUV;
  in vec4 camPos;
  in vec3 vPosition;
  in vec3 vWorldPosition;
  in float vCol;
  in float depth;
  in vec3 facecol;
  
  out vec4 colour;
  
  uniform float u_time;
  uniform bool u_outlinestage;
  uniform float u_logDepthDelta;
  
    // Procedural colour palettes curtesy Inigo Quilez
  // https://iquilezles.org/www/articles/palettes/palettes.htm
  vec3 palette( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ) {
    return a + b*cos( 6.28318*(c*t+d) );
  }
  
  // Simplex 2D noise
  //
  vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }

  float snoise(vec2 v){
    const vec4 C = vec4(0.211324865405187, 0.366025403784439,
             -0.577350269189626, 0.02439024390243.........完整代码请登录后点击上方下载按钮下载查看

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