mix混入函数

发布时间 2023-04-26 20:59:03作者: 爱吃土豆丝嗯

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目录

概述

记录一下使用mix函数的过程,公式为:
mix(x, y, a): x, y的线性混叠, x(1-a) + y*a; a为0 结果为x, a为1 结果为y
先看代码

let shader = {
    vs: `
      varying vec2 v_uv;
      void main() {
        v_uv = uv;
        gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
      }
        `,
    fs: `
      varying vec2 v_uv;
      vec3 colorA = vec3(0.0,0.0,1.0);
      vec3 colorB = vec3(1.0,0.0,0.0);
      void main() {
        // mix(x, y, a): x, y的线性混叠, x(1-a) + y*a;  a为0 结果为x, a为1 结果为y
        vec3 color = mix(colorA, colorB, v_uv.x);
        gl_FragColor = vec4(color, 1.0);
      }
        `,
    uniform: {
    }
  }

  let geometry = new THREE.PlaneBufferGeometry(20, 20);

  let material = new THREE.ShaderMaterial({
    vertexShader: shader.vs,
    fragmentShader: shader.fs,
    uniforms: shader.uniform,
    transparent: true,
    side: THREE.DoubleSide
  })

  let mesh = new THREE.Mesh(geometry, material);
  mesh.rotateX(-Math.PI / 2);
  scene.add(mesh);

最后的效果为:
在这里插入图片描述