当编码淡出转换时,下面的代码意味着什么?我希望实现与http://jsfiddle.net/DW9q4/85/相同的效果,但我有两个场景,两个不同的地图立方体通过一个PerspectiveCamera渲染。我很难理解发生了什么,代码在做什么?
uniforms: {
tDiffuse1: {
type: "t",
value: rtTexture1
},
tDiffuse2: {
type: "t",
value: rtTexture2
},
mixRatio: {
type: "f",
value: 0.5
},
opacity: {
type: "f",
value: 1.0
}
},
vertexShader: [
"varying vec2 vUv;",
"void main() {",
"vUv = vec2( uv.x, 1.0 - uv.y );",
"gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
"}"
].join("\n"),
fragmentShader: [
"uniform float opacity;",
"uniform float mixRatio;",
"uniform sampler2D tDiffuse1;",
"uniform sampler2D tDiffuse2;",
"varying vec2 vUv;",
"void main() {",
"vec4 texel1 = texture2D( tDiffuse1, vUv );",
"vec4 texel2 = texture2D( tDiffuse2, vUv );",
"gl_FragColor = opacity * mix( texel1, texel2, mixRatio );",
"}"
].join("\n")所有的帮助都非常感谢!
发布于 2015-02-04 14:02:51
如果你在谷歌上搜索“vertexShader”或“fragmentShader”,你会得到大量点击量。这些着色器是WebGL的核心。如果您想了解着色器和WebGl,有许多在线资源。Three.js为您生成着色器调用。对于大多数正常的工作,您可以忽略着色器,并完全使用three.js。
https://stackoverflow.com/questions/28313349
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