我尝试根据它们在最高和最低顶点之间的位置为我的着色器中的片段着色。以下是着色器:
<script type="x-shader/x-vertex" id="vertexshader">
uniform float span;
attribute float displacement;
varying vec3 vNormal;
varying float color_according_to_z;
float z_actual;
void main() {
vNormal = normal;
vec3 newPosition = position + normal * vec3(0.0, 0.0, displacement);
gl_Position = projectionMatrix * modelViewMatrix * vec4(newPosition, 1.0);
z_actual = gl_Position.z + span / 2.0;
color_according_to_z = 1.0 / span * z_actual;
}
</script>
<script type="x-shader/x-fragment" id="fragmentshader">
uniform float span;
varying float color_according_to_z;
void main()
{
gl_FragColor = vec4(color_according_to_z, 0.5, 0.5, 1.0);
}
</script>
这是我的渲染功能:
function render() {
requestAnimationFrame(render);
plane.rotation.x = global_x_rotation;
plane.rotation.z = global_z_rotation;
for(var i = attributes.displacement.value.length - 1; i >= 0; i--) {
attributes.displacement.value[i] = attributes.displacement.value[i] - 0.5 + Math.random();
};
uniforms.lowest = attributes.displacement.value.min();
uniforms.highest = attributes.displacement.value.max();
uniforms.span = uniforms.highest - uniforms.lowest;
attributes.displacement.needsUpdate = true;
uniforms.lowest.needsUpdate = true;
uniforms.highest.needsUpdate = true;
uniforms.span.needsUpdate = true;
renderer.render(scene, camera);
}
我将位移从帧更改为帧,并重新计算最高和最低顶点之间的跨度。
最后一块,如何根据片段的最高或最低位置绘制片段,我还想不通。