美文网首页unity练习
01_造型函数__shader_GLSL

01_造型函数__shader_GLSL

作者: alphonseLin | 来源:发表于2020-02-25 05:30 被阅读0次

    相关函数网站

    GraphToy

    GraphToy界面

    Shadershop

    Shadershop界面

    相关图片:

    image.png
    image.png
    image.png
    image.png
    image.png
    image.png

    显示结果

    视频网址

    代码

    #ifdef GL_ES
    precision mediump float;
    #endif
    #define PI 3.14159265359
    
    uniform vec2 u_resolution;
    uniform vec2 u_mouse;
    uniform float u_time;
    
    // Plot a line on Y using a value between 0.0-1.0
    float plot(vec2 st, float pct){
      return  smoothstep( pct-0.02, pct, st.y) -
              smoothstep( pct, pct+0.02, st.y);
    }
    
    float sinc( float x, float k )
    {
        float a = PI*((k*x-.0))*20.;
        return sin(a)/a+0.3;
    }
    
    float parabola( float x, float k )
    {
        return pow( 4.0*x*(1.0-x), k );
    }
    
    float gain(float x, float k) 
    {
        float a = 0.5*pow(2.0*((x<0.5)?x:1.0-x), k);
        return (x<0.5)?a:1.0-a;
    }
    
    float pcurve( float x, float a, float b )
    {
        float k = pow(a+b,a+b) / (pow(a,a)*pow(b,b));
        return k * pow( x, a ) * pow( 1.0-x, b );
    }
    
    float expImpulse( float x, float k )
    {
        float h = k*x;
        return h*exp(1.0-h);
    }
    
    float almostIdentity( float x, float n )
    {
        return sqrt(x*x+n);
    }
    
    void main() {
        vec2 st = gl_FragCoord.xy/u_resolution;
    
        //float y=st.x*sin(u_time)*0.5+0.5;
        //float y = sinc(st.x,abs(sin(u_time)));
        //float y = parabola(st.x,abs(sin(u_time)));
        //float y = gain(st.x,abs(sin(u_time)));
        //float y = expImpulse(st.x,abs(sin(u_time)));
        //float y = pcurve(st.x,abs(sin(u_time)),abs(tan(u_time)+3.));
        float y=almostIdentity((st.x-0.5),abs(sin(u_time)));
    
        vec3 color = vec3(0.0, 0.0, 0.0);
    
        // Plot a line
        float pct = plot(st,y);
        color = (1.0-pct)*color+pct*vec3(0.9176, 0.0, 1.0);
    
        gl_FragColor = vec4(color,1.0);
    }
    

    书本链接

    the book of shader

    相关文章

      网友评论

        本文标题:01_造型函数__shader_GLSL

        本文链接:https://www.haomeiwen.com/subject/hvuaqhtx.html