Shader特效——“旋转粒子”的实现【GLSL】

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效果图:





GLSL代码及算法解释:

// 动画相关参数float dotSize = 0.01;float iteration = 100.;float xAmp = 0.3;float yAmp = 0.1;float speed = 0.05;float rotateCanvas = 0.;float rotateParticles = 1.;float rotateMultiplier = 10.;vec2 pos = vec2(.5, .5);float xFactor = 0.2;float yFactor = 0.2;#define RENDERSIZE vec2(512., 512.)uniform float iGlobalTime;//rotationvec2 rot(vec2 uv, float a){// [uv.x uv.y] * [cos(a),  sin(a),//                -sin(a), cos(a)]return vec2(uv.x * cos(a) - uv.y * sin(a), uv.y * cos(a) + uv.x * sin(a));}float circle(vec2 uv, float size){// 向量长度在范围内为白色,范围外为黑return length(uv) > size ? 0.0 : 1.0;}void main(){vec2 uv = gl_FragCoord.xy / RENDERSIZE; // [0., 1.]uv -= vec2(pos);// [-.5, .5]uv.x *= RENDERSIZE.x / RENDERSIZE.y;// ratio = X/Yvec3 color = vec3(0);//第一个粒子(i == 0)的 uv【其实第一个粒子是看不见的,因为size == 0】uv = rot(uv, rotateCanvas);// 99个粒子for (float i = 0.0; i < 100.0; i++){// set max number of iterationsif (iteration < i)break;// x:sin() y:cos() 的旋转动画vec2 new_pos = vec2(cos(i * xFactor * (iGlobalTime * speed)) * xAmp,sin(i * yFactor * (iGlobalTime * speed)) * yAmp);// st:新位置到uv的向量vec2 st = uv - new_pos;// 计算st向量的长度,并设置粒子的尺寸(从小到大)float dots = circle((st), dotSize * (i * 0.01));//旋转当前粒子的uv得到下一个粒子的uvuv = rot(uv, rotateParticles * rotateMultiplier);// 更新纹素的颜色(只要当前纹素属于其中一个粒子,则置为白色,否则仍然是黑色)// 严谨的话是应该clamp,但是超过1也是白色color += dots;}gl_FragColor = vec4(vec3(color), 1.0);}







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