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在 THREEJS 中创建 ShaderMaterial 时,传递片段和顶点着色器:

new THREE.ShaderMaterial({
    uniforms: {
        time: { value: 1.0 },
        resolution: { value: new THREE.Vector2() }
    },
    attributes: {
        vertexOpacity: { value: [] }
    },
    vertexShader: document.getElementById('v-shader').textContent,
    fragmentShader: document.getElementById('f-shader').textContent
});

但我正在关注一个使用两遍顶点着色器的教程:

//Horizontal
attribute vec4 a_position;
attribute vec2 a_texCoord;

varying vec2 v_texCoord;
varying vec2 v_blurTexCoords[14];

void main()
{
    gl_Position = a_position;
    v_texCoord = a_texCoord;
    v_blurTexCoords[ 0] = v_texCoord + vec2(-0.028, 0.0);
    v_blurTexCoords[ 1] = v_texCoord + vec2(-0.024, 0.0);
    v_blurTexCoords[ 2] = v_texCoord + vec2(-0.020, 0.0);
    v_blurTexCoords[ 3] = v_texCoord + vec2(-0.016, 0.0);
    v_blurTexCoords[ 4] = v_texCoord + vec2(-0.012, 0.0);
    v_blurTexCoords[ 5] = v_texCoord + vec2(-0.008, 0.0);
    v_blurTexCoords[ 6] = v_texCoord + vec2(-0.004, 0.0);
    v_blurTexCoords[ 7] = v_texCoord + vec2( 0.004, 0.0);
    v_blurTexCoords[ 8] = v_texCoord + vec2( 0.008, 0.0);
    v_blurTexCoords[ 9] = v_texCoord + vec2( 0.012, 0.0);
    v_blurTexCoords[10] = v_texCoord + vec2( 0.016, 0.0);
    v_blurTexCoords[11] = v_texCoord + vec2( 0.020, 0.0);
    v_blurTexCoords[12] = v_texCoord + vec2( 0.024, 0.0);
    v_blurTexCoords[13] = v_texCoord + vec2( 0.028, 0.0);
}

//Vertical
attribute vec4 a_position;
attribute vec2 a_texCoord;

varying vec2 v_texCoord;
varying vec2 v_blurTexCoords[14];

void main()
{
    gl_Position = a_position;
    v_texCoord = a_texCoord;
    v_blurTexCoords[ 0] = v_texCoord + vec2(0.0, -0.028);
    v_blurTexCoords[ 1] = v_texCoord + vec2(0.0, -0.024);
    v_blurTexCoords[ 2] = v_texCoord + vec2(0.0, -0.020);
    v_blurTexCoords[ 3] = v_texCoord + vec2(0.0, -0.016);
    v_blurTexCoords[ 4] = v_texCoord + vec2(0.0, -0.012);
    v_blurTexCoords[ 5] = v_texCoord + vec2(0.0, -0.008);
    v_blurTexCoords[ 6] = v_texCoord + vec2(0.0, -0.004);
    v_blurTexCoords[ 7] = v_texCoord + vec2(0.0,  0.004);
    v_blurTexCoords[ 8] = v_texCoord + vec2(0.0,  0.008);
    v_blurTexCoords[ 9] = v_texCoord + vec2(0.0,  0.012);
    v_blurTexCoords[10] = v_texCoord + vec2(0.0,  0.016);
    v_blurTexCoords[11] = v_texCoord + vec2(0.0,  0.020);
    v_blurTexCoords[12] = v_texCoord + vec2(0.0,  0.024);
    v_blurTexCoords[13] = v_texCoord + vec2(0.0,  0.028);
}

但是如何将两遍顶点着色器添加到 Threejs 材质?

我仍在尝试学习如何使用着色器,所以如果我走错了方向,请告诉我......

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1 回答 1

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一个着色器程序在 webgl 中总是只有 1 个顶点着色器和 1 个片段着色器。当需要 2 次渲染时,有 2 个程序都在场景中的相同数据集上执行。

最有可能在您的 2 遍渲染中,您得到 2 个渲染到 2 个渲染目标的程序,然后将它们组合在一个帧中。一个例子是http://threejs.org/examples/#webgl_rtt

于 2016-07-27T09:10:16.850 回答