如何在 OpenGL ES 2.0 中获得“发光”着色器效果?
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【中文标题】如何在 OpenGL ES 2.0 中获得“发光”着色器效果?【英文标题】:How to get a "Glow" shader effect in OpenGL ES 2.0? 【发布时间】:2011-12-31 06:29:26 【问题描述】:我正在为 ios 编写一个 3D 应用程序。我是 OpenGL ES 2.0 的新手,所以我仍然在编写基本的着色器。 我真的需要根据纹理在我的一些模型上实现“发光”效果。
这是一个示例:
。
我正在寻找 OpenGL ES 2.0 的代码示例。我在 Internet 上找到的大多数代码都是用于桌面 OpenGL 或 D3D。
有什么想法吗?
【问题讨论】:
着色器效果在 opengl ES 2.0 和桌面 opengl 之间差别很小。如果你找到了一个很好的教程来做你想做的事,那么移植它应该是微不足道的。 感谢您的安慰,这是另一件困扰我的事情。一些(通常是旧的)示例使用输入/输出变量,我似乎在 ES 文档中找不到。我会继续挖掘,但任何好的例子通常都是我研究和理解如何使用 GLSL 的一个飞跃。 有没有人有这方面的安卓代码? O'Reilly 的书“iPhone 3D 编程”中有一个巧妙的实现:shop.oreilly.com/product/9780596804831.do @MateuszStawecki 你终于实现了发光效果了吗? 【参考方案1】:首先,有大量的算法和技术可以生成发光效果。 我只想介绍一种可能性。
创建一个发光的材质。 为此,我使用了修改后的Blinn-Phong 光照模型,其中光源的方向始终是片段法线向量的反方向。
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
uniform float u_glow;
void main()
vec3 color = vertCol;
float shininess = 10.0;
vec3 normalV = normalize( vertNV );
vec3 eyeV = normalize( -vertPos );
vec3 halfV = normalize( eyeV + normalV );
float NdotH = max( 0.0, dot( normalV, halfV ) );
float glowFac = ( shininess + 2.0 ) * pow( NdotH, shininess ) / ( 2.0 * 3.14159265 );
gl_FragColor = vec4( u_glow * (0.1 + color.rgb * glowFac * 0.5), 1.0 );
在第二步中,对输出执行高斯模糊算法。场景被写入帧缓冲区,纹理绑定到颜色平面。屏幕空间通道使用纹理作为输入来模糊输出。 出于性能原因,首先沿视口的 X 轴执行模糊算法,然后再沿视口的 Y 轴执行模糊算法。
varying vec2 vertPos;
uniform sampler2D u_textureCol;
uniform vec2 u_textureSize;
uniform float u_sigma;
uniform int u_width;
float CalcGauss( float x, float sigma )
float coeff = 1.0 / (2.0 * 3.14157 * sigma);
float expon = -(x*x) / (2.0 * sigma);
return (coeff*exp(expon));
void main()
vec2 texC = vertPos.st * 0.5 + 0.5;
vec4 texCol = texture( u_textureCol, texC );
vec4 gaussCol = vec4( texCol.rgb, 1.0 );
vec2 step = 1.0 / u_textureSize;
for ( int i = 1; i <= u_width; ++ i )
vec2 actStep = vec2( float(i) * step.x, 0.0 ); // this is for the X-axis
// vec2 actStep = vec2( 0.0, float(i) * step.y ); this would be for the Y-axis
float weight = CalcGauss( float(i) / float(u_width), u_sigma );
texCol = texture2D( u_textureCol, texC + actStep );
gaussCol += vec4( texCol.rgb * weight, weight );
texCol = texture2D( u_textureCol, texC - actStep );
gaussCol += vec4( texCol.rgb * weight, weight );
gaussCol.rgb /= gaussCol.w;
gl_FragColor = vec4( gaussCol.rgb, 1.0 );
对于模糊算法的实现,另请参阅问题的答案:
OpenGL es 2.0 Gaussian blur on triangle What kind of blurs can be implemented in pixel shaders?请参阅以下类似的 WebGL 示例,该示例将所有内容放在一起:
var readInput = true;
function changeEventHandler(event)
readInput = true;
(function loadscene()
var resize, gl, progDraw, progBlurX, progPost, vp_size, blurFB;
var bufCube = ;
var bufQuad = ;
var shininess = 10.0;
var glow = 10.0;
var sigma = 0.8;
function render(delteMS)
//if ( readInput )
readInput = false;
var sliderScale = 100;
shininess = document.getElementById( "shine" ).value;
glow = document.getElementById( "glow" ).value / sliderScale;
sigma = document.getElementById( "sigma" ).value / sliderScale;
//
Camera.create();
Camera.vp = vp_size;
gl.enable( gl.DEPTH_TEST );
gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
// set up framebuffer
gl.bindFramebuffer( gl.FRAMEBUFFER, blurFB[0] );
gl.viewport( 0, 0, blurFB[0].width, blurFB[0].height );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
// set up draw shader
ShaderProgram.Use( progDraw.prog );
ShaderProgram.SetUniformM44( progDraw.prog, "u_projectionMat44", Camera.Perspective() );
ShaderProgram.SetUniformM44( progDraw.prog, "u_viewMat44", Camera.LookAt() );
var modelMat = IdentityMat44()
modelMat = RotateAxis( modelMat, CalcAng( delteMS, 13.0 ), 0 );
modelMat = RotateAxis( modelMat, CalcAng( delteMS, 17.0 ), 1 );
ShaderProgram.SetUniformM44( progDraw.prog, "u_modelMat44", modelMat );
ShaderProgram.SetUniformF1( progDraw.prog, "u_shininess", shininess );
ShaderProgram.SetUniformF1( progDraw.prog, "u_glow", glow );
// draw scene
VertexBuffer.Draw( bufCube );
// set blur-X framebuffer and bind frambuffer texture
gl.bindFramebuffer( gl.FRAMEBUFFER, blurFB[1] );
gl.viewport( 0, 0, blurFB[1].width, blurFB[1].height );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
var texUnit = 1;
gl.activeTexture( gl.TEXTURE0 + texUnit );
gl.bindTexture( gl.TEXTURE_2D, blurFB[0].color0_texture );
// set up blur-X shader
ShaderProgram.Use( progBlurX.prog );
ShaderProgram.SetUniformI1( progBlurX.prog , "u_texture", texUnit )
ShaderProgram.SetUniformF2( progBlurX.prog , "u_textureSize", vp_size );
ShaderProgram.SetUniformF1( progBlurX.prog , "u_sigma", sigma )
// draw full screen space
gl.enableVertexAttribArray( progBlurX.inPos );
gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos );
gl.vertexAttribPointer( progBlurX.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx );
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
gl.disableVertexAttribArray( progBlurX.inPos );
// reset framebuffer and bind frambuffer texture
gl.bindFramebuffer( gl.FRAMEBUFFER, null );
gl.viewport( 0, 0, vp_size[0], vp_size[1] );
gl.clear( gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT );
texUnit = 2;
gl.activeTexture( gl.TEXTURE0 + texUnit );
gl.bindTexture( gl.TEXTURE_2D, blurFB[1].color0_texture );
// set up pst process shader
ShaderProgram.Use( progPost.prog );
ShaderProgram.SetUniformI1( progPost.prog, "u_texture", texUnit )
ShaderProgram.SetUniformF2( progPost.prog, "u_textureSize", vp_size );
ShaderProgram.SetUniformF1( progPost.prog, "u_sigma", sigma );
// draw full screen space
gl.enableVertexAttribArray( progPost.inPos );
gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos );
gl.vertexAttribPointer( progPost.inPos, 2, gl.FLOAT, false, 0, 0 );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx );
gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );
gl.disableVertexAttribArray( progPost.inPos );
requestAnimationFrame(render);
function resize()
//vp_size = [gl.drawingBufferWidth, gl.drawingBufferHeight];
vp_size = [window.innerWidth, window.innerHeight]
canvas.width = vp_size[0];
canvas.height = vp_size[1];
var fbsize = Math.max(vp_size[0], vp_size[1])-1;
fbsize = 1 << 31 - Math.clz32(fbsize); // nearest power of 2
fbsize = fbsize * 2
blurFB = [];
for ( var i = 0; i < 2; ++ i )
fb = gl.createFramebuffer();
fb.width = fbsize;
fb.height = fbsize;
gl.bindFramebuffer( gl.FRAMEBUFFER, fb );
fb.color0_texture = gl.createTexture();
gl.bindTexture( gl.TEXTURE_2D, fb.color0_texture );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, fb.width, fb.height, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
fb.renderbuffer = gl.createRenderbuffer();
gl.bindRenderbuffer( gl.RENDERBUFFER, fb.renderbuffer );
gl.renderbufferStorage( gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, fb.width, fb.height );
gl.framebufferTexture2D( gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, fb.color0_texture, 0 );
gl.framebufferRenderbuffer( gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, fb.renderbuffer );
gl.bindTexture( gl.TEXTURE_2D, null );
gl.bindRenderbuffer( gl.RENDERBUFFER, null );
gl.bindFramebuffer( gl.FRAMEBUFFER, null );
blurFB.push( fb );
function initScene()
canvas = document.getElementById( "canvas");
gl = canvas.getContext( "experimental-webgl" );
if ( !gl )
return null;
progDraw =
progDraw.prog = ShaderProgram.Create(
[ source : "draw-shader-vs", stage : gl.VERTEX_SHADER ,
source : "draw-shader-fs", stage : gl.FRAGMENT_SHADER
] );
if ( !progDraw.prog )
return null;
progDraw.inPos = gl.getAttribLocation( progDraw.prog, "inPos" );
progDraw.inNV = gl.getAttribLocation( progDraw.prog, "inNV" );
progDraw.inCol = gl.getAttribLocation( progDraw.prog, "inCol" );
progBlurX =
progBlurX.prog = ShaderProgram.Create(
[ source : "post-shader-vs", stage : gl.VERTEX_SHADER ,
source : "blurX-shader-fs", stage : gl.FRAGMENT_SHADER
] );
progBlurX.inPos = gl.getAttribLocation( progBlurX.prog, "inPos" );
if ( !progBlurX.prog )
return;
progPost =
progPost.prog = ShaderProgram.Create(
[ source : "post-shader-vs", stage : gl.VERTEX_SHADER ,
source : "blurY-shader-fs", stage : gl.FRAGMENT_SHADER
] );
progPost.inPos = gl.getAttribLocation( progPost.prog, "inPos" );
if ( !progPost.prog )
return;
// create cube
var cubePos = [
-1.0, -1.0, 1.0, 1.0, -1.0, 1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 1.0,
-1.0, -1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0 ];
var cubeCol = [ 1.0, 0.0, 0.0, 1.0, 0.5, 0.0, 1.0, 0.0, 1.0, 1.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0 ];
var cubeHlpInx = [ 0, 1, 2, 3, 1, 5, 6, 2, 5, 4, 7, 6, 4, 0, 3, 7, 3, 2, 6, 7, 1, 0, 4, 5 ];
var cubePosData = [];
for ( var i = 0; i < cubeHlpInx.length; ++ i )
cubePosData.push( cubePos[cubeHlpInx[i]*3], cubePos[cubeHlpInx[i]*3+1], cubePos[cubeHlpInx[i]*3+2] );
var cubeNVData = [];
for ( var i1 = 0; i1 < cubeHlpInx.length; i1 += 4 )
var nv = [0, 0, 0];
for ( i2 = 0; i2 < 4; ++ i2 )
var i = i1 + i2;
nv[0] += cubePosData[i*3]; nv[1] += cubePosData[i*3+1]; nv[2] += cubePosData[i*3+2];
for ( i2 = 0; i2 < 4; ++ i2 )
cubeNVData.push( nv[0], nv[1], nv[2] );
var cubeColData = [];
for ( var is = 0; is < 6; ++ is )
for ( var ip = 0; ip < 4; ++ ip )
cubeColData.push( cubeCol[is*3], cubeCol[is*3+1], cubeCol[is*3+2] );
var cubeInxData = [];
for ( var i = 0; i < cubeHlpInx.length; i += 4 )
cubeInxData.push( i, i+1, i+2, i, i+2, i+3 );
bufCube = VertexBuffer.Create(
[ data : cubePosData, attrSize : 3, attrLoc : progDraw.inPos ,
data : cubeNVData, attrSize : 3, attrLoc : progDraw.inNV ,
data : cubeColData, attrSize : 3, attrLoc : progDraw.inCol ],
cubeInxData );
bufQuad.pos = gl.createBuffer();
gl.bindBuffer( gl.ARRAY_BUFFER, bufQuad.pos );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( [ -1.0, -1.0, 1.0, -1.0, 1.0, 1.0, -1.0, 1.0 ] ), gl.STATIC_DRAW );
bufQuad.inx = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufQuad.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] ), gl.STATIC_DRAW );
window.onresize = resize;
resize();
requestAnimationFrame(render);
function Fract( val )
return val - Math.trunc( val );
function CalcAng( deltaTime, intervall )
return Fract( deltaTime / (1000*intervall) ) * 2.0 * Math.PI;
function CalcMove( deltaTime, intervall, range )
var pos = self.Fract( deltaTime / (1000*intervall) ) * 2.0
var pos = pos < 1.0 ? pos : (2.0-pos)
return range[0] + (range[1] - range[0]) * pos;
function EllipticalPosition( a, b, angRag )
var a_b = a * a - b * b
var ea = (a_b <= 0) ? 0 : Math.sqrt( a_b );
var eb = (a_b >= 0) ? 0 : Math.sqrt( -a_b );
return [ a * Math.sin( angRag ) - ea, b * Math.cos( angRag ) - eb, 0 ];
glArrayType = typeof Float32Array !="undefined" ? Float32Array : ( typeof WebGLFloatArray != "undefined" ? WebGLFloatArray : Array );
function IdentityMat44()
var m = new glArrayType(16);
m[0] = 1; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = 1; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = 1; m[11] = 0;
m[12] = 0; m[13] = 0; m[14] = 0; m[15] = 1;
return m;
;
function RotateAxis(matA, angRad, axis)
var aMap = [ [1, 2], [2, 0], [0, 1] ];
var a0 = aMap[axis][0], a1 = aMap[axis][1];
var sinAng = Math.sin(angRad), cosAng = Math.cos(angRad);
var matB = new glArrayType(16);
for ( var i = 0; i < 16; ++ i ) matB[i] = matA[i];
for ( var i = 0; i < 3; ++ i )
matB[a0*4+i] = matA[a0*4+i] * cosAng + matA[a1*4+i] * sinAng;
matB[a1*4+i] = matA[a0*4+i] * -sinAng + matA[a1*4+i] * cosAng;
return matB;
function Cross( a, b ) return [ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], 0.0 ];
function Dot( a, b ) return a[0]*b[0] + a[1]*b[1] + a[2]*b[2];
function Normalize( v )
var len = Math.sqrt( v[0] * v[0] + v[1] * v[1] + v[2] * v[2] );
return [ v[0] / len, v[1] / len, v[2] / len ];
var Camera = ;
Camera.create = function()
this.pos = [0, 3, 0.0];
this.target = [0, 0, 0];
this.up = [0, 0, 1];
this.fov_y = 90;
this.vp = [800, 600];
this.near = 0.5;
this.far = 100.0;
Camera.Perspective = function()
var fn = this.far + this.near;
var f_n = this.far - this.near;
var r = this.vp[0] / this.vp[1];
var t = 1 / Math.tan( Math.PI * this.fov_y / 360 );
var m = IdentityMat44();
m[0] = t/r; m[1] = 0; m[2] = 0; m[3] = 0;
m[4] = 0; m[5] = t; m[6] = 0; m[7] = 0;
m[8] = 0; m[9] = 0; m[10] = -fn / f_n; m[11] = -1;
m[12] = 0; m[13] = 0; m[14] = -2 * this.far * this.near / f_n; m[15] = 0;
return m;
Camera.LookAt = function()
var mz = Normalize( [ this.pos[0]-this.target[0], this.pos[1]-this.target[1], this.pos[2]-this.target[2] ] );
var mx = Normalize( Cross( this.up, mz ) );
var my = Normalize( Cross( mz, mx ) );
var tx = Dot( mx, this.pos );
var ty = Dot( my, this.pos );
var tz = Dot( [-mz[0], -mz[1], -mz[2]], this.pos );
var m = IdentityMat44();
m[0] = mx[0]; m[1] = my[0]; m[2] = mz[0]; m[3] = 0;
m[4] = mx[1]; m[5] = my[1]; m[6] = mz[1]; m[7] = 0;
m[8] = mx[2]; m[9] = my[2]; m[10] = mz[2]; m[11] = 0;
m[12] = tx; m[13] = ty; m[14] = tz; m[15] = 1;
return m;
var ShaderProgram = ;
ShaderProgram.Create = function( shaderList )
var shaderObjs = [];
for ( var i_sh = 0; i_sh < shaderList.length; ++ i_sh )
var shderObj = this.CompileShader( shaderList[i_sh].source, shaderList[i_sh].stage );
if ( shderObj == 0 )
return 0;
shaderObjs.push( shderObj );
var progObj = this.LinkProgram( shaderObjs )
if ( progObj != 0 )
progObj.attribIndex = ;
var noOfAttributes = gl.getProgramParameter( progObj, gl.ACTIVE_ATTRIBUTES );
for ( var i_n = 0; i_n < noOfAttributes; ++ i_n )
var name = gl.getActiveAttrib( progObj, i_n ).name;
progObj.attribIndex[name] = gl.getAttribLocation( progObj, name );
progObj.unifomLocation = ;
var noOfUniforms = gl.getProgramParameter( progObj, gl.ACTIVE_UNIFORMS );
for ( var i_n = 0; i_n < noOfUniforms; ++ i_n )
var name = gl.getActiveUniform( progObj, i_n ).name;
progObj.unifomLocation[name] = gl.getUniformLocation( progObj, name );
return progObj;
ShaderProgram.AttributeIndex = function( progObj, name ) return progObj.attribIndex[name];
ShaderProgram.UniformLocation = function( progObj, name ) return progObj.unifomLocation[name];
ShaderProgram.Use = function( progObj ) gl.useProgram( progObj );
ShaderProgram.SetUniformI1 = function( progObj, name, val ) if(progObj.unifomLocation[name]) gl.uniform1i( progObj.unifomLocation[name], val );
ShaderProgram.SetUniformF1 = function( progObj, name, val ) if(progObj.unifomLocation[name]) gl.uniform1f( progObj.unifomLocation[name], val );
ShaderProgram.SetUniformF2 = function( progObj, name, arr ) if(progObj.unifomLocation[name]) gl.uniform2fv( progObj.unifomLocation[name], arr );
ShaderProgram.SetUniformF3 = function( progObj, name, arr ) if(progObj.unifomLocation[name]) gl.uniform3fv( progObj.unifomLocation[name], arr );
ShaderProgram.SetUniformF4 = function( progObj, name, arr ) if(progObj.unifomLocation[name]) gl.uniform4fv( progObj.unifomLocation[name], arr );
ShaderProgram.SetUniformM33 = function( progObj, name, mat ) if(progObj.unifomLocation[name]) gl.uniformMatrix3fv( progObj.unifomLocation[name], false, mat );
ShaderProgram.SetUniformM44 = function( progObj, name, mat ) if(progObj.unifomLocation[name]) gl.uniformMatrix4fv( progObj.unifomLocation[name], false, mat );
ShaderProgram.CompileShader = function( source, shaderStage )
var shaderScript = document.getElementById(source);
if (shaderScript)
source = shaderScript.text;
var shaderObj = gl.createShader( shaderStage );
gl.shaderSource( shaderObj, source );
gl.compileShader( shaderObj );
var status = gl.getShaderParameter( shaderObj, gl.COMPILE_STATUS );
if ( !status ) alert(gl.getShaderInfoLog(shaderObj));
return status ? shaderObj : null;
ShaderProgram.LinkProgram = function( shaderObjs )
var prog = gl.createProgram();
for ( var i_sh = 0; i_sh < shaderObjs.length; ++ i_sh )
gl.attachShader( prog, shaderObjs[i_sh] );
gl.linkProgram( prog );
status = gl.getProgramParameter( prog, gl.LINK_STATUS );
if ( !status ) alert("Could not initialise shaders");
gl.useProgram( null );
return status ? prog : null;
var VertexBuffer = ;
VertexBuffer.Create = function( attributes, indices )
var buffer = ;
buffer.buf = [];
buffer.attr = []
for ( var i = 0; i < attributes.length; ++ i )
buffer.buf.push( gl.createBuffer() );
buffer.attr.push( size : attributes[i].attrSize, loc : attributes[i].attrLoc );
gl.bindBuffer( gl.ARRAY_BUFFER, buffer.buf[i] );
gl.bufferData( gl.ARRAY_BUFFER, new Float32Array( attributes[i].data ), gl.STATIC_DRAW );
buffer.inx = gl.createBuffer();
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, buffer.inx );
gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, new Uint16Array( indices ), gl.STATIC_DRAW );
buffer.inxLen = indices.length;
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
return buffer;
VertexBuffer.Draw = function( bufObj )
for ( var i = 0; i < bufObj.buf.length; ++ i )
gl.bindBuffer( gl.ARRAY_BUFFER, bufObj.buf[i] );
gl.vertexAttribPointer( bufObj.attr[i].loc, bufObj.attr[i].size, gl.FLOAT, false, 0, 0 );
gl.enableVertexAttribArray( bufObj.attr[i].loc );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, bufObj.inx );
gl.drawElements( gl.TRIANGLES, bufObj.inxLen, gl.UNSIGNED_SHORT, 0 );
for ( var i = 0; i < bufObj.buf.length; ++ i )
gl.disableVertexAttribArray( bufObj.attr[i].loc );
gl.bindBuffer( gl.ARRAY_BUFFER, null );
gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, null );
initScene();
)();
html,body
height: 100%;
width: 100%;
margin: 0;
overflow: hidden;
#gui
position : absolute;
top : 0;
left : 0;
<script id="draw-shader-vs" type="x-shader/x-vertex">
precision highp float;
attribute vec3 inPos;
attribute vec3 inNV;
attribute vec3 inCol;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
uniform mat4 u_projectionMat44;
uniform mat4 u_viewMat44;
uniform mat4 u_modelMat44;
void main()
mat4 mv = u_viewMat44 * u_modelMat44;
vertCol = inCol;
vertNV = normalize(mat3(mv) * inNV);
vec4 viewPos = mv * vec4( inPos, 1.0 );
vertPos = viewPos.xyz;
gl_Position = u_projectionMat44 * viewPos;
</script>
<script id="draw-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec3 vertPos;
varying vec3 vertNV;
varying vec3 vertCol;
uniform float u_shininess;
uniform float u_glow;
void main()
vec3 color = vertCol;
vec3 normalV = normalize( vertNV );
vec3 eyeV = normalize( -vertPos );
vec3 halfV = normalize( eyeV + normalV );
float NdotH = max( 0.0, dot( normalV, halfV ) );
float shineFac = ( u_shininess + 2.0 ) * pow( NdotH, u_shininess ) / ( 2.0 * 3.14159265 );
gl_FragColor = vec4( u_glow*0.1 + color.rgb * u_glow * shineFac * 0.5, 1.0 );
</script>
<script id="post-shader-vs" type="x-shader/x-vertex">
precision mediump float;
attribute vec2 inPos;
varying vec2 pos;
void main()
pos = inPos;
gl_Position = vec4( inPos, 0.0, 1.0 );
</script>
<script id="blurX-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 pos;
uniform sampler2D u_texture;
uniform vec2 u_textureSize;
uniform float u_sigma;
float CalcGauss( float x, float sigma )
float coeff = 1.0 / (2.0 * 3.14157 * sigma);
float expon = -(x*x) / (2.0 * sigma);
return (coeff*exp(expon));
void main()
vec2 texC = pos.st * 0.5 + 0.5;
vec4 texCol = texture2D( u_texture, texC );
vec4 gaussCol = vec4( texCol.rgb, 1.0 );
float stepX = 1.0 / u_textureSize.x;
for ( int i = 1; i <= 20; ++ i )
float weight = CalcGauss( float(i) / 32.0, u_sigma * 0.5 );
texCol = texture2D( u_texture, texC + vec2( float(i) * stepX, 0.0 ) );
gaussCol += vec4( texCol.rgb * weight, weight );
texCol = texture2D( u_texture, texC - vec2( float(i) * stepX, 0.0 ) );
gaussCol += vec4( texCol.rgb * weight, weight );
gaussCol.rgb /= gaussCol.w;
gl_FragColor = vec4( gaussCol.rgb, 1.0 );
</script>
<script id="blurY-shader-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 pos;
uniform sampler2D u_texture;
uniform vec2 u_textureSize;
uniform float u_sigma;
float CalcGauss( float x, float sigma )
float coeff = 1.0 / (2.0 * 3.14157 * sigma);
float expon = -(x*x) / (2.0 * sigma);
return (coeff*exp(expon));
void main()
vec2 texC = pos.st * 0.5 + 0.5;
vec4 texCol = texture2D( u_texture, texC );
vec4 gaussCol = vec4( texCol.rgb, 1.0 );
float stepY = 1.0 / u_textureSize.y;
for ( int i = 1; i <= 20; ++ i )
float weight = CalcGauss( float(i) / 32.0, u_sigma * 0.5 );
texCol = texture2D( u_texture, texC + vec2( 0.0, float(i) * stepY ) );
gaussCol += vec4( texCol.rgb * weight, weight );
texCol = texture2D( u_texture, texC - vec2( 0.0, float(i) * stepY ) );
gaussCol += vec4( texCol.rgb * weight, weight );
vec3 hdrCol = 2.0 * gaussCol.xyz / gaussCol.w;
vec3 mappedCol = vec3( 1.0 ) - exp( -hdrCol.rgb * 3.0 );
gl_FragColor = vec4( clamp( mappedCol.rgb, 0.0, 1.0 ), 1.0 );
</script>
<div>
<form id="gui" name="inputs">
<table>
<tr> <td> <font color= #CCF>shininess</font> </td>
<td> <input type="range" id="shine" min="0" max="50" value="10" onchange="changeEventHandler(event);"/></td> </tr>
<tr> <td> <font color= #CCF>glow</font> </td>
<td> <input type="range" id="glow" min="100" max="400" value="250" onchange="changeEventHandler(event);"/></td> </tr>
<tr> <td> <font color= #CCF>blur</font> </td>
<td> <input type="range" id="sigma" min="1" max="100" value="60" onchange="changeEventHandler(event);"/></td> </tr>
</table>
</form>
</div>
<canvas id="canvas" style="border: none;" ></canvas>
【讨论】:
感谢您的出色回答,但为什么这行 'vertPos = pos.xyz / pos.w;'在顶点着色器中?这里有必要除以w吗?我认为在这个阶段 w 总是 1。 @wdanxna 不,在这种情况下没有必要。 @Rabbid76 代码中的第一个着色器,是片段着色器的代码。 @Summit 有一个错字fragColor
必须是gl_FragColor
。答案底部示例中的代码是正确的。【参考方案2】:
GLSL Sandbox 网站有一系列着色器示例。 This one has the glow and appears to be able to compile for ES.
您应该能够修改这些以从纹理中提取 uv。
这里是some code directly from this site:
#ifdef GL_ES
precision mediump float;
#endif
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
void main(void)
vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y);
vec3 color1 = vec3(0.0, 0.3, 0.5);
vec3 color2 = vec3(0.5, 0.0, 0.3);
float f = 0.0;
float g = 0.0;
float h = 0.0;
float PI = 3.14159265;
for(float i = 0.0; i < 40.0; i++)
if (floor(mouse.x * 41.0) < i)
break;
float s = sin(time + i * PI / 20.0) * 0.8;
float c = cos(time + i * PI / 20.0) * 0.8;
float d = abs(p.x + c);
float e = abs(p.y + s);
f += 0.001 / d;
g += 0.001 / e;
h += 0.00003 / (d * e);
gl_FragColor = vec4(f * color1 + g * color2 + vec3(h), 1.0);
【讨论】:
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