GLSL 片段着色器基于世界空间的 UV 位移

The*_*oth 2 javascript shader glsl fragment-shader three.js

我正在尝试为网站上的图像创建 RGB 偏移效果。我有基本功能,但问题是通道与纹理的 uv 发生偏移。因此,如果图像尺寸不同,则每个图像的偏移量在视觉上并不相同。

这是我的片段着色器。

uniform sampler2D texture;
varying vec2 vUv; // vertex uv


void main() {
    vec2 uv = vUv;

    float red = texture2D(texture, vec2(uv.x, uv.y - .1)).r;
    float green = texture2D(texture, uv).g;
    float blue = texture2D(texture, vec2(uv.x, uv.y + .1)).b;
    float alpha = texture2D(texture, uv).a;

    gl_FragColor = vec4(vec3(red, green, blue), alpha);

}
Run Code Online (Sandbox Code Playgroud)

以及它呈现在页面上的样子。

例子

我将如何在不必传递统一值的情况下标准化 uv 偏移?

gma*_*man 5

传递更多信息(例如偏移量)是正常的

uniform float offset1;
uniform float offset2;
uniform sampler2D texture;
varying vec2 vUv; // vertex uv


void main() {
    vec2 uv = vUv;

    float red = texture2D(texture, vec2(uv.x, uv.y + offset1)).r;
    float green = texture2D(texture, uv).g;
    float blue = texture2D(texture, vec2(uv.x, uv.y + offset2)).b;
    float alpha = texture2D(texture, uv).a;

    gl_FragColor = vec4(vec3(red, green, blue), alpha);

}
Run Code Online (Sandbox Code Playgroud)

然后您可以在 JavaScript 中对此进行调整。例如

  const uniforms = {
    offset1:  { value: 0 },
    offset2:  { value: 0 },
    ...
  };

  ...

  uniforms.offset1.value =  2 / textureHeight;
  uniforms.offset2.value = -2 / textureHeight;

Run Code Online (Sandbox Code Playgroud)

如果是我的话我可能会这样做更多

uniform vec2 channelOffsets[4];
uniform vec4 channelMult[4];
uniform sampler2D texture;
varying vec2 vUv; // vertex uv


void main() {
    vec2 uv = vUv;

    vec4 channel0 = texture2D(texture, uv + channelOffset[0]);
    vec4 channel1 = texture2D(texture, uv + channelOffset[1]);
    vec4 channel2 = texture2D(texture, uv + channelOffset[2]);
    vec4 channel3 = texture2D(texture, uv + channelOffset[3]);

    gl_FragColor = 
        channelMult[0] * channel0 +
        channelMult[1] * channel1 +
        channelMult[2] * channel2 +
        channelMult[3] * channel3 ; 
}
Run Code Online (Sandbox Code Playgroud)

并设置它们

  const uniforms = {
    channelOffsets:  { value: [
      new THREE.Vector2(),
      new THREE.Vector2(),
      new THREE.Vector2(),
      new THREE.Vector2(),
    ]},
    channelMults: { value: [
      new THREE.Vector4(1, 0, 0, 0),
      new THREE.Vector4(0, 1, 0, 0),
      new THREE.Vector4(0, 0, 1, 0),
      new THREE.Vector4(0, 0, 0, 1),
    ]},
    ....
  }

...

  uniforms.channelOffsets.value[0].y = -2 / textureHeight;
  uniforms.channelOffsets.value[2].y =  2 / textureHeight;

Run Code Online (Sandbox Code Playgroud)

举一个不太硬编码的例子。我什至可以使用纹理矩阵而不是偏移量,这将允许旋转和缩放每个通道并将它们与允许交换通道的矩阵组合。