[英]GLSL Shader: Fade from texture 1 to color, then to texture 2
在 GLSL 中,我正在嘗試創建一個片段着色器,它按順序執行以下操作:
這是一個非常艱難的開始:
// Uniforms
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform vec3 targetColor; // A color
uniform float progress; // Between 0 and 1
// Varyings
varying vec2 vUv;
// Main function
void main() {
// For each texture, get the current texel color
vec4 texel1 = texture2D(tex1, vUv);
vec4 texel2 = texture2D(tex2, vUv);
// I think this is probably a good start
vec3 mixedColor1 = mix( targetColor, texel1.rgb, (1.0 - progress * 2) );
// Not so sure about this
vec3 mixedColor2 = mix( targetColor, texel2.rgb, (0.5 + progress / 2) );
// Probably wrong
vec4 finalTexture = mix(mixedColor1, mixedColor2, progress);
// Apply
gl_FragColor = finalTexture;
}
我會在第一次嘗試時嘗試調整系統的限制條件。 這個條件:
所以:
// Main function
void main() {
// For each texture, get the current texel color
vec4 texel1 = texture2D(tex1, vUv);
vec4 texel2 = texture2D(tex2, vUv);
// I think this is probably a good start
vec3 mixedColor1 = mix( texel1.rgb, targetColor, progress); // 0 texture1, 1 color
// Not so sure about this
vec3 mixedColor2 = mix( targetColor, texel2.rgb, 1- progress); // 0 color, 1 texture2
// Probably wrong
// 0 mixedColor1 so texture1, 1 mixedColor2 so texture2.
vec4 finalTexture = mix(mixedColor1, mixedColor2, progress);
// Apply
gl_FragColor = finalTexture;
}
未調試,但認為您想要的 0 a 1 值是您可以適合開始試驗和調試着色器的直觀條件,這正是我的觀點。
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