我想照个好灯。我不确定应该怎么称呼它,但是当我实际显示一些示例时,您会看到。
我的好意思是这样的场景:
看起来光有一定区域,在某处结束。
我试图做的是计算从当前像素到光源位置的距离,并将该距离用作光源,看起来一点也不好
我的最后一枪是尝试3D闪电技术。我为场景定义了法线vec3(0.0f, 0.0f, 1.0f)
并计算了点光源
struct PointLight
{
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
};
vec3 CalcPointLight(PointLight light, vec3 fragPos)
{
vec3 normal = normalize(vec3(0.0f, 0.0f, 1.0f));
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance +
light.quadratic * (distance * distance));
vec3 ambient = light.ambient;
vec3 diffuse = light.diffuse * diff;
ambient *= attenuation;
diffuse *= attenuation;
return ambient + diffuse;
}
像这样照亮:
PointLight light;
light.position = vec3(0.0f, 0.0f, 0.005f);
light.constant = 0.5f;
light.linear = 0.09f;
light.quadratic = 0.032f;
light.ambient = vec3(0.1f);
light.diffuse = vec3(0.8f);
vec3 result = CalcPointLight(light, vec3(v_position, 0.0f));
f_color = vec4(result, 1.0) * texture(u_texture, v_uv);
我讨厌的光线中间有一个点! (当光的z
位置为0
时,点消失了[也不总是,有时光不起作用],它看起来很奇怪,但是),当第一个屏幕截图显示为“最大”暗度值,总的来说,我的光线看起来根本不如上面的屏幕那么酷。
整个着色器
#version 460 core
out vec2 v_uv;
out vec2 v_position;
vec4 position[4] = {
vec4(-1.0f, 1.0f, 0.0f, 1.0f),
vec4(-1.0f, -1.0f, 0.0f, 0.0f),
vec4(1.0f, -1.0f, 1.0f, 0.0f),
vec4(1.0f, 1.0f, 1.0f, 1.0f)
};
void main()
{
v_uv = position[gl_VertexID].zw;
v_position = position[gl_VertexID].xy;
gl_Position = vec4(position[gl_VertexID].xy, 0.0f, 1.0f);
}
#version 460 core
layout (location = 0) out vec4 f_color;
in vec2 v_uv;
in vec2 v_position;
uniform sampler2D u_texture;
struct PointLight
{
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
};
PointLight pointLights[4];
vec3 CalcPointLight(PointLight light, vec3 fragPos)
{
vec3 normal = normalize(vec3(0.0f, 0.0f, 1.0f));
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance +
light.quadratic * (distance * distance));
vec3 ambient = light.ambient;
vec3 diffuse = light.diffuse * diff;
ambient *= attenuation;
diffuse *= attenuation;
return ambient + diffuse;
}
void main()
{
PointLight light;
light.position = vec3(0.0f, 0.0f, 0.005f);
light.constant = 1.0f;
light.linear = 0.09f;
light.quadratic = 0.032f;
light.ambient = vec3(0.1f);
light.diffuse = vec3(0.8f);
vec3 result = CalcPointLight(light, vec3(v_position, 0.0f));
light.position = vec3(-0.5f, 0.7f, 0.005f);
light.constant = 0.5f;
light.linear = 0.09f;
light.quadratic = 0.032f;
light.ambient = vec3(0.1f);
light.diffuse = vec3(0.8f);
// result += CalcPointLight(light, vec3(v_position, 0.0f));
light.position = vec3(0.5f, 0.5f, 0.00f);
light.constant = 1.0f;
light.linear = 0.09f;
light.quadratic = 0.032f;
light.ambient = vec3(0.1f);
light.diffuse = vec3(0.8f);
// result += CalcPointLight(light, vec3(v_position, 0.0f));
f_color = vec4(result, 1.0) * texture(u_texture, v_uv);
}
如何获得第一张照片所示的效果?
您可以执行smoothstep
,类似:
gl_FragColor = smoothstep( yourFinalColour, vec3( 0 ), length( yourLight, uv );