问题描述
我想在THREE.js着色器中重复包装纹理.
原始纹理图像为:
我希望它重复4x4次,如下所示:
但是使用以下代码,结果就是:
顶点着色器:
varying vec2 vUv;
uniform float textRepeat;
void main()
{
// passing texture to fragment shader
vUv = uv * textRepeat;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
片段着色器:
varying vec2 vUv;
uniform sampler2D texture;
void main() {
// add origianl texture
gl_FragColor = texture2D(texture, vUv);
}
JavaScript文件中的
uniforms
,其中textureRepeat
给出了时间,需要重复:
uniforms: {
texture: {
type: 't',
value: THREE.ImageUtils.loadTexture('image/box.jpg')
},
textRepeat: {
type: 'f',
value: 8
}
}
有人可以告诉我这是怎么回事吗?
默认情况下,纹理具有"Clamp To Edge"环绕模式,这意味着u或v超过1仍将是1,而不是回绕为0. >
要解决此问题,您需要将纹理的环绕模式设置为重复",如下所示:
uniforms.texture.value.wrapS = uniforms.texture.value.wrapT = THREE.RepeatWrapping
I want to repeat wrapping texture in THREE.js shader.
The original texture image is:
I want it to repeat 4x4 times which will looks like:
But with the following code, it turns out to be:
Vertex shader:
varying vec2 vUv;
uniform float textRepeat;
void main()
{
// passing texture to fragment shader
vUv = uv * textRepeat;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
Fragment shader:
varying vec2 vUv;
uniform sampler2D texture;
void main() {
// add origianl texture
gl_FragColor = texture2D(texture, vUv);
}
uniforms
in a JavaScript file, in which textureRepeat
gives the times need to be repeated:
uniforms: {
texture: {
type: 't',
value: THREE.ImageUtils.loadTexture('image/box.jpg')
},
textRepeat: {
type: 'f',
value: 8
}
}
Could anyone tell me what's going wrong here?
By default, textures have "Clamp To Edge" wrapping mode, which means u or v over 1 will still be 1 instead of wrapping back to 0.
To fix this, you need to set the wrapping mode of your texture to "Repeat", which happens like this:
uniforms.texture.value.wrapS = uniforms.texture.value.wrapT = THREE.RepeatWrapping
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