[英]Custom shader not affected by fog in Three.js
我有一个球,可以通过自定义着色器向其添加光晕。
我的场景上有雾,这会影响球体,但不会影响发光(当我缩小球体时,雾会消失,但发光会保持)。
如何使雾影响光晕?
这是整个场景的codepen:
http://codepen.io/marjan-georgiev/pen/WrmPLY?editors=0010
这是我的发光材料代码
glowMaterial(){
return new THREE.ShaderMaterial({
side: THREE.BackSide,
blending: THREE.AdditiveBlending,
transparent: true,
fog: true,
uniforms: THREE.UniformsUtils.merge([
THREE.UniformsLib[ "fog" ],
{
"c": { type: "f", value: 0 },
"p": { type: "f", value: 4.5 },
glowColor: { type: "c", value: Node.defaults.glowColor },
viewVector: { type: "v3", value: {x: 0, y: 0, z: 400} },
fog: true
},
]),
fragmentShader: `
uniform vec3 glowColor;
varying float intensity;
${THREE.ShaderChunk[ "common" ]}
${THREE.ShaderChunk[ "fog_pars_fragment" ]}
void main()
{
vec3 outgoingLight = vec3( 0.0 );
vec3 glow = glowColor * intensity;
${THREE.ShaderChunk[ "fog_fragment" ]}
gl_FragColor = vec4(glow, 1.0 );
}
`,
vertexShader: `
uniform vec3 viewVector;
uniform float c;
uniform float p;
varying float intensity;
void main()
{
vec3 vNormal = normalize( normalMatrix * normal );
vec3 vNormel = normalize( normalMatrix * viewVector );
intensity = pow( c - dot(vNormal, vNormel), p );
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}
`
});
}
在这里查看r70的雾化片段(正在使用),您将看到它正在对gl_FragColor应用雾化。
设置gl_FragColor之后,将fog_fragment移至,将使雾影响着色器。
fragmentShader: '
uniform vec3 glowColor;
varying float intensity;
${THREE.ShaderChunk[ "common" ]}
${THREE.ShaderChunk[ "fog_pars_fragment" ]}
void main()
{
vec3 outgoingLight = vec3( 0.0 );
vec3 glow = glowColor * intensity;
gl_FragColor = vec4(glow, 1.0 );
${THREE.ShaderChunk[ "fog_fragment" ]}
}
',
声明:本站的技术帖子网页,遵循CC BY-SA 4.0协议,如果您需要转载,请注明本站网址或者原文地址。任何问题请咨询:yoyou2525@163.com.