1. 程式人生 > >Shader特效——“幀動畫效果”的實現 【GLSL】

Shader特效——“幀動畫效果”的實現 【GLSL】

參考自:https://www.shadertoy.com/view/lsX3Rr

iChannel0是一幅由一系列連貫動作的彩虹貓組成的影象,如下圖所示

ichannel1是任意一副背景影象

效果圖


GLSL程式碼與演算法註釋如下:

uniform float iGlobalTime;
uniform sampler2D iChannel0;
uniform sampler2D iChannel1;

vec2 iResolution = vec2(512., 512.);

void main()
{
    vec2 p = vec2(gl_FragCoord.x/ iResolution.x,  gl_FragCoord.y/ iResolution.y) ;
   // 背景滾動的uv
   vec2 uv = vec2( p.x+mod(iGlobalTime,2.0), p.y );   
   vec3 bg = vec3(0.0,51.0/255.0,102.0/255.0);
   float f = texture2D( iChannel1, uv ).x;
   f = f*f;
   bg = mix( bg, vec3(1.0), f );
   
   float a = 0.01*sin(40.0*p.x + 40.0*iGlobalTime);
   float h = (a+p.y-0.3)/(0.7-0.3);
   // 彩虹的位置
   if( p.x<0.6 && h>0.0 && h<1.0 )
   {
       // 彩虹的寬度
       h = floor( h*6.0 );
       // 在不同高度繪製彩虹
       bg = mix( bg, vec3(1.0,0.0,0.0), 1.0 - smoothstep( 0.0, 0.1, abs(h-5.0) ) );
       bg = mix( bg, vec3(1.0,0.6,0.0), 1.0 - smoothstep( 0.0, 0.1, abs(h-4.0) ) );
       bg = mix( bg, vec3(1.0,1.0,0.0), 1.0 - smoothstep( 0.0, 0.1, abs(h-3.0) ) );
       bg = mix( bg, vec3(0.2,1.0,0.0), 1.0 - smoothstep( 0.0, 0.1, abs(h-2.0) ) );
       bg = mix( bg, vec3(0.0,0.6,1.0), 1.0 - smoothstep( 0.0, 0.1, abs(h-1.0) ) );
       bg = mix( bg, vec3(0.4,0.2,1.0), 1.0 - smoothstep( 0.0, 0.1, abs(h-0.0) ) );
   }
   // 重新計算uv,比例和位置的調整
   uv = (p - vec2(0.33,0.15)) / (vec2(1.3, 1.) - vec2(0.33,0.15));  
   uv = clamp( uv, 0.0, 1.0 );
   
   // 控制彩虹貓影象的偏移, floor很重要
   float ofx = floor( mod( iGlobalTime*10.0*2.0, 6.0 ) );
   
   // 單隻彩虹貓的紋理大小 (uv offset)
   float ww = 31.0/200.0;
   // uv.y = 1.0-uv.y;
   // 將偏移後的uv換算到單隻彩虹貓的紋理大小,否則會把之後的彩虹貓一併顯示出來
   uv.x = clamp( ( uv.x + ofx)*ww, 0.0, 1.0 );
   
   vec4 fg = texture2D( iChannel0, uv );
   
   vec3 col = mix( bg, fg.xyz, .8 );
   
    gl_FragColor = vec4( col, 1.0 );
}