如何在噪点模式中正确调整颜色?

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);
}