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(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="300" 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;" width="100%" height="100%"></canvas>
Hiệu ứng đổ bóng khác nhau rất ít giữa opengl ES 2.0 và màn hình nền. Nếu bạn tìm thấy một hướng dẫn tốt làm những gì bạn muốn, chuyển nó sẽ là tầm thường. – NickLH
Cảm ơn sự bảo đảm, đó là một điều khác đang làm phiền tôi. Một số ví dụ (thường là cũ) sử dụng các biến đầu vào/đầu ra, mà tôi không thể tìm thấy trong tài liệu ES. Tôi sẽ tiếp tục đào bới, nhưng bất kỳ ví dụ hay nào cũng thường là một bước nhảy vọt trong nghiên cứu của tôi và hiểu biết về cách sử dụng GLSL. –
Có ai có mã Android nào không? – Burf2000