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cn.Tutorial Effects - Mr. Wiggle

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TOC: Of Effects and Shaders
Back: Vertexshader Preparations
Next: Function Printing


让我们与著名的“抖动先生”的例子开始,通过正弦波扭曲网格:

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;
}

相应的程序片如下:

mr wiggle patch

Next: Function Printing
Back: Vertexshader Preparations
TOC: Of Effects and Shaders

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Shoutbox

~2d ago

~6d ago

joreg: Know someone who should learn #vvvv? Send them to one of our intro workshops in #Berlin https://nodeforum.org/announcements/2020-series-of-2h-introduction-workshops-to-vvvv-gamma/ #creativecoding

~6d ago

udo2013: @sunep:had an idea how to restore midi-data by one lick and bring the sliders in original position.patch in forum."restore midi.."

~12d ago

sunep: @udo2013 make a forum post about and I can share my subpatch

~12d ago

sunep: @udo2013 I have myself dealt with that problem by using LTP (Value) in pickup mode

~16d ago

~16d ago

~19d ago

joreg: @soundreactor: yes