问题描述
我正在尝试编写类似于GLSL中的木材的噪音图案。这是我当前的代码:
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
float random (in vec2 st) {
return fract(sin(dot(st.xy,vec2(12.9898,78.233))) * 43758.545312);
}
float noise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f*f*(3.0-2.0*f);
return mix( mix( random(i + vec2(0.0,0.0) ),random(i + vec2(1.0,u.x),mix( random(i + vec2(0.0,1.0) ),u.y);
}
mat2 rotate2d(float angle)
{
return mat2(cos(angle),-sin(angle),sin(angle),cos(angle));
}
float lines(in vec2 pos,float b){
float scale = 10.0;
pos *= scale;
return smoothstep(0.0,0.5+b * 0.5,abs((sin(pos.x*3.1415)+b*2.0))*0.5);
}
vec3 c1 = vec3(0.134,0.109,0.705);
vec3 c2 = vec3(0.000,0.411,0.665);
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec2 pos = st.yx*vec2(11.0,3.0);
vec3 color = vec3(1.0);
float pattern = pos.x;
color = mix(c1,c2,pattern);
// Add noise
pos = rotate2d(noise(pos)) * pos;
// Draw lines
pattern = lines(pos,0.7);
gl_FragColor = vec4(pattern,color);
}
在当前状态下,它使我的图案看起来呈粉红色,底部出现一些怪异的渐变。我想使粉红色区域变成棕色,而我的图案保持黑色。有人可以演示如何调整我的颜色变量吗?
解决方法
颜色通道为红色,绿色,蓝色。因此,红色是第一个成分:
vec3 c1 = vec3(0.705,0.109,0.134);
vec3 c2 = vec3(0.665,0.411,0.000);
设置pattern
后,您需要混合颜色:
void main() {
// [...]
// Draw lines
pattern = lines(pos,0.7);
color = mix(c1,c2,pattern);
gl_FragColor = vec4(color,1.0);
}
使用深棕色和浅棕色时查看结果:
vec3 c1 = vec3(50.0,40.0,30.0) / 255.0;
vec3 c2 = vec3(200.0,150.0,100.0) / 255.0;
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
float random (in vec2 st) {
return fract(sin(dot(st.xy,vec2(12.9898,78.233))) * 43758.545312);
}
float noise(vec2 st) {
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f*f*(3.0-2.0*f);
return mix( mix( random(i + vec2(0.0,0.0) ),random(i + vec2(1.0,u.x),mix( random(i + vec2(0.0,1.0) ),u.y);
}
mat2 rotate2d(float angle)
{
return mat2(cos(angle),-sin(angle),sin(angle),cos(angle));
}
float lines(in vec2 pos,float b){
float scale = 10.0;
pos *= scale;
return smoothstep(0.0,0.5+b * 0.5,abs((sin(pos.x*3.1415)+b*2.0))*0.5);
}
vec3 c1 = vec3(50.0,100.0) / 255.0;
void main() {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec2 pos = st.yx*vec2(11.0,3.0);
// Add noise
pos = rotate2d(noise(pos)) * pos;
// Draw lines
float pattern = lines(pos,0.7);
vec3 color = mix(c1,1.0);
}