贴图溶解效果教程

贴图溶解效果教程

pixijs shader 贴图溶解效果教程

pixijs shader 贴图溶解效果教程-LMLPHP

我直接贴代码了 没什么好讲解了 稍微有点基础的人应该能看懂

    const app = new PIXI.Application({ transparent: true });
document.body.appendChild(app.view); // Create background image
const background = PIXI.Sprite.from('/moban/bg_grass.jpg');
background.width = app.screen.width;
background.height = app.screen.height;
app.stage.addChild(background); // Stop application wait for load to finish
app.stop(); app.loader.add('shader', '/moban/shader.frag')
.load(onLoaded); let filter; // Handle the load completed
function onLoaded(loader, res) {
// Create the new filter, arguments: (vertexShader, framentSource)
filter = new PIXI.Filter(null, res.shader.data, {
customUniform: 0.0,
}); // === WARNING ===
// specify uniforms in filter constructor
// or set them BEFORE first use
// filter.uniforms.customUniform = 0.0 // Add the filter
background.filters = [filter]; // Resume application update
app.start();
}
var i=-1.0;
// Animate the filter
app.ticker.add((delta) => {
i+=0.03;
if(i>=){
i=;
}
filter.uniforms.customUniform = i;
});
/moban/shader.frag代码如下
precision mediump float;

varying vec2 vTextureCoord;
varying vec4 vColor; uniform sampler2D uSampler;
uniform float customUniform; //
// Description : Array and textureless GLSL 2D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// https://github.com/stegu/webgl-noise
// vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
} vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
} vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
} float snoise(vec2 v)
{
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
0.024390243902439); // 1.0 / 41.0
// First corner
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx); // Other corners
vec2 i1;
//i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
//i1.y = 1.0 - i1.x;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
// x0 = x0 - 0.0 + 0.0 * C.xx ;
// x1 = x0 - i1 + 1.0 * C.xx ;
// x2 = x0 - 1.0 + 2.0 * C.xx ;
vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1; // Permutations
i = mod289(i); // Avoid truncation effects in permutation
vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 )); vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ; // Gradients: 41 points uniformly over a line, mapped onto a diamond.
// The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox; // Normalise gradients implicitly by scaling m
// Approximation of: m *= inversesqrt( a0*a0 + h*h );
m *= 1.79284291400159 - 0.85373472095314 * ( a0*a0 + h*h ); // Compute final noise value at P
vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
} void main(void)
{
vec2 uv = vTextureCoord; vec2 pos = uv; pos.x = snoise(vec2(pos.x * 2.0)); float noise = snoise(pos); vec4 texture2 = texture2D(uSampler,uv); float step = customUniform;
gl_FragColor = texture2 * (1.0 - smoothstep(step, step, noise));
}
04-16 23:17