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
网友评论0