• pixijs shader 贴图溶解效果教程


    pixijs shader 贴图溶解效果教程

    我直接贴代码了 没什么好讲解了 稍微有点基础的人应该能看懂

        const app = new PIXI.Application({ transparent: true });
            document.body.appendChild(app.view);
    
            // Create background image
            const background = PIXI.Sprite.from('/moban/bg_grass.jpg');
            background.width = app.screen.width;
            background.height = app.screen.height;
            app.stage.addChild(background);
    
            // Stop application wait for load to finish
            app.stop();
    
            app.loader.add('shader', '/moban/shader.frag')
                .load(onLoaded);
    
            let filter;
    
            // Handle the load completed
            function onLoaded(loader, res) {
                // Create the new filter, arguments: (vertexShader, framentSource)
                filter = new PIXI.Filter(null, res.shader.data, {
                    customUniform: 0.0,
                });
    
                // === WARNING ===
                // specify uniforms in filter constructor
                // or set them BEFORE first use
                // filter.uniforms.customUniform = 0.0
    
                // Add the filter
                background.filters = [filter];
    
                // Resume application update
                app.start();
            }
             var i=-1.0;
            // Animate the filter
            app.ticker.add((delta) => {
                i+=0.03;
                if(i>=1){
                  i=1;
                }
                filter.uniforms.customUniform = i;
            });
    /moban/shader.frag代码如下

    precision mediump float;
    
    varying vec2 vTextureCoord;
    varying vec4 vColor;
    
    uniform sampler2D uSampler;
    uniform float customUniform;
    
    //
    // Description : Array and textureless GLSL 2D simplex noise function.
    //      Author : Ian McEwan, Ashima Arts.
    //  Maintainer : stegu
    //     Lastmod : 20110822 (ijm)
    //     License : Copyright (C) 2011 Ashima Arts. All rights reserved.
    //               Distributed under the MIT License. See LICENSE file.
    //               https://github.com/ashima/webgl-noise
    //               https://github.com/stegu/webgl-noise
    // 
    
    vec3 mod289(vec3 x) {
      return x - floor(x * (1.0 / 289.0)) * 289.0;
    }
    
    vec2 mod289(vec2 x) {
      return x - floor(x * (1.0 / 289.0)) * 289.0;
    }
    
    vec3 permute(vec3 x) {
      return mod289(((x*34.0)+1.0)*x);
    }
    
    float snoise(vec2 v)
      {
      const vec4 C = vec4(0.211324865405187,  // (3.0-sqrt(3.0))/6.0
                          0.366025403784439,  // 0.5*(sqrt(3.0)-1.0)
                         -0.577350269189626,  // -1.0 + 2.0 * C.x
                          0.024390243902439); // 1.0 / 41.0
    // First corner
      vec2 i  = floor(v + dot(v, C.yy) );
      vec2 x0 = v -   i + dot(i, C.xx);
    
    // Other corners
      vec2 i1;
      //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
      //i1.y = 1.0 - i1.x;
      i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
      // x0 = x0 - 0.0 + 0.0 * C.xx ;
      // x1 = x0 - i1 + 1.0 * C.xx ;
      // x2 = x0 - 1.0 + 2.0 * C.xx ;
      vec4 x12 = x0.xyxy + C.xxzz;
      x12.xy -= i1;
    
    // Permutations
      i = mod289(i); // Avoid truncation effects in permutation
      vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
        + i.x + vec3(0.0, i1.x, 1.0 ));
    
      vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
      m = m*m ;
      m = m*m ;
    
    // Gradients: 41 points uniformly over a line, mapped onto a diamond.
    // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
    
      vec3 x = 2.0 * fract(p * C.www) - 1.0;
      vec3 h = abs(x) - 0.5;
      vec3 ox = floor(x + 0.5);
      vec3 a0 = x - ox;
    
    // Normalise gradients implicitly by scaling m
    // Approximation of: m *= inversesqrt( a0*a0 + h*h );
      m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h );
    
    // Compute final noise value at P
      vec3 g;
      g.x  = a0.x  * x0.x  + h.x  * x0.y;
      g.yz = a0.yz * x12.xz + h.yz * x12.yw;
      return 130.0 * dot(m, g);
    }
    
    
    void main(void)
    {
        vec2 uv = vTextureCoord;
        
        vec2 pos = uv;
        
        pos.x = snoise(vec2(pos.x * 2.0));
        
        float noise = snoise(pos);
        
        vec4 texture2 =  texture2D(uSampler,uv);
    
        float step = customUniform;
        gl_FragColor = texture2 * (1.0 - smoothstep(step, step, noise));
    }
  • 相关阅读:
    linux里忘记root密码解决办法
    Oracle怎样方便地查看报警日志错误
    清空文件内容
    channel c3 disabled, job failed on it will be run on another channel
    未能启动虚拟电脑,由于下述物理网卡找不到,你可修改虚拟电脑的网络设置或停用之
    DG下手工处理v$archive_gap方法
    Vue.js + Element.ui 从搭建环境到打包部署
    js判断json对象是否为空
    获取 request 中用POST方式"Content-type"是"application/x-www-form-urlencoded;charset=utf-8"发送的 json 数据
    DIV的内容自动换行
  • 原文地址:https://www.cnblogs.com/newmiracle/p/11889938.html
Copyright © 2020-2023  润新知