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TOC: Of Effects and Shaders
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网格上的每个顶点调用顶点着色器。正如你学过的那样here,顶点着色器的输入是储存在网格中的顶点,这些现在要用于处理:
vs2ps VS( float4 PosO : POSITION, float4 TexCd : TEXCOORD0) { ... }
这里我们的兴趣点转移到 PosO向量,它是当前顶点的位置。我们要根据它的垂直位置(y坐标)来决定x坐标的偏移:
PosO.x += sin(PosO.y);
为了控制抖动的波浪,我们添加了一些参数:
PosO.x += sin(PosO.y * Frequency + Phase) * Amplitude;
那么顶点着色器和它的输入参数像这样:
float Frequency = 10; float Phase = 0; float Amplitude = 0.01; vs2ps VS( float4 PosO : POSITION, float4 TexCd : TEXCOORD0) { //declare output struct vs2ps Out; //offset x coordinate PosO.x += sin(PosO.y * Frequency + Phase) * Amplitude; //transform position Out.Pos = mul(PosO, tWVP); //transform texturecoordinates Out.TexCd = mul(TexCd, tTex); return Out; }
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