在應用透視變換之前,我需要在着色器中顛倒我的紋理。我修改了vertTexCoord in vert.glsl,但我不知道在哪裏使用swap.glsl。這樣做的方式就像如何在GLSL着色器中翻轉Y軸之前gl_FragColor = texture2D(*,*);
gl_FragColor = texture2D(texture, vertTexCoord);
不起作用,因爲我也需要紋理進行透視修改。
vert.glsl:
#define PROCESSING_COLOR_SHADER
uniform mat4 transform;
uniform mat4 texMatrix;
attribute vec4 vertex;
attribute vec4 color;
attribute vec2 texCoord;
varying vec4 vertColor;
varying vec4 vertTexCoord;
void main() {
gl_Position = transform * vertex;
vertColor = color;
vertTexCoord = texMatrix * vec4(texCoord, 1.0, 1.0);
}
swap.glsl:
#ifdef GL_ES
precision highp float;
#endif
// General parameters
uniform sampler2D from;
uniform sampler2D to;
uniform float progress;
uniform vec2 resolution;
uniform float reflection;
uniform float perspective;
uniform float depth;
varying vec4 vertColor;
varying vec4 vertTexCoord;
const vec4 black = vec4(0.0, 0.0, 0.0, 1.0);
const vec2 boundMin = vec2(0.0, 0.0);
const vec2 boundMax = vec2(1.0, 1.0);
bool inBounds (vec2 p) {
return all(lessThan(boundMin, p)) && all(lessThan(p, boundMax));
}
vec2 project (vec2 p) {
return p * vec2(1.0, -1.2) + vec2(0.0, -0.02);
}
vec4 bgColor (vec2 p, vec2 pfr, vec2 pto) {
vec4 c = black;
pfr = project(pfr);
if (inBounds(pfr)) {
c += mix(black, texture2D(from, pfr), reflection * mix(1.0, 0.0, pfr.y));
}
pto = project(pto);
if (inBounds(pto)) {
c += mix(black, texture2D(to, pto), reflection * mix(1.0, 0.0, pto.y));
}
return c;
}
void main() {
vec2 p = gl_FragCoord.xy/resolution.xy;
vec2 pfr, pto = vec2(-1.);
float size = mix(1.0, depth, progress);
float persp = perspective * progress;
pfr = (p + vec2(-0.0, -0.5)) * vec2(size/(1.0-perspective*progress), size/(1.0-size*persp*p.x)) + vec2(0.0, 0.5);
size = mix(1.0, depth, 1.-progress);
persp = perspective * (1.-progress);
pto = (p + vec2(-1.0, -0.5)) * vec2(size/(1.0-perspective*(1.0-progress)), size/(1.0-size*persp*(0.5-p.x))) + vec2(1.0, 0.5);
bool fromOver = progress < 0.5;
if (fromOver) {
if (inBounds(pfr)) {
gl_FragColor = texture2D(from, pfr);
}
else if (inBounds(pto)) {
gl_FragColor = texture2D(to, pto);
}
else {
gl_FragColor = bgColor(p, pfr, pto);
}
}
else {
if (inBounds(pto)) {
gl_FragColor = texture2D(to, pto);
}
else if (inBounds(pfr)) {
gl_FragColor = texture2D(from, pfr);
}
else {
gl_FragColor = bgColor(p, pfr, pto);
}
}
}
是什麼texMatrix辦? – GraphicsMuncher
「頂點着色器中有一個名爲** texMatrix **的新統一體,它重新調整每個頂點的紋理座標(在附加屬性texCoord中傳遞),以考慮沿着Y軸的紋理反轉(如Processing的垂直軸與OpenGL的相反)「,如https://processing.org/tutorials/pshader/ –