本文主要是介绍Shader特效——“翻页”的实现 【GLSL】,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
参考自:http://webvfx.rectalogic.com/examples_2transition-shader-pagecurl_8html-example.html
效果图
- precision mediump float;
- varying vec2 texCoord;
- uniform sampler2D sourceTex;
- uniform sampler2D targetTex;
- uniform float time; // Ranges from 0.0 to 1.0
- const float MIN_AMOUNT = -0.16;
- const float MAX_AMOUNT = 1.3;
- float amount = time * (MAX_AMOUNT - MIN_AMOUNT) + MIN_AMOUNT;
- const float PI = 3.141592653589793;
- const float scale = 512.0;
- const float sharpness = 3.0;
- float cylinderCenter = amount;
- // 360 degrees * amount
- float cylinderAngle = 2.0 * PI * amount;
- const float cylinderRadius = 1.0 / PI / 2.0;
- vec3 hitPoint(float hitAngle, float yc, vec3 point, mat3 rrotation) {
- float hitPoint = hitAngle / (2.0 * PI);
- point.y = hitPoint;
- return rrotation * point;
- }
- vec4 antiAlias(vec4 color1, vec4 color2, float distance) {
- distance *= scale;
- if (distance < 0.0) return color2;
- if (distance > 2.0) return color1;
- float dd = pow(1.0 - distance / 2.0, sharpness);
- return ((color2 - color1) * dd) + color1;
- }
- float distanceToEdge(vec3 point) {
- float dx = abs(point.x > 0.5 ? 1.0 - point.x : point.x);
- float dy = abs(point.y > 0.5 ? 1.0 - point.y : point.y);
- if (point.x < 0.0) dx = -point.x;
- if (point.x > 1.0) dx = point.x - 1.0;
- if (point.y < 0.0) dy = -point.y;
- if (point.y > 1.0) dy = point.y - 1.0;
- if ((point.x < 0.0 || point.x > 1.0) && (point.y < 0.0 || point.y > 1.0)) return sqrt(dx * dx + dy * dy);
- return min(dx, dy);
- }
- vec4 seeThrough(float yc, vec2 p, mat3 rotation, mat3 rrotation) {
- float hitAngle = PI - (acos(yc / cylinderRadius) - cylinderAngle);
- vec3 point = hitPoint(hitAngle, yc, rotation * vec3(p, 1.0), rrotation);
- if (yc <= 0.0 && (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0)) {
- return texture2D(targetTex, texCoord);
- }
- if (yc > 0.0) return texture2D(sourceTex, p);
- vec4 color = texture2D(sourceTex, point.xy);
- vec4 tcolor = vec4(0.0);
- return antiAlias(color, tcolor, distanceToEdge(point));
- }
- vec4 seeThroughWithShadow(float yc, vec2 p, vec3 point, mat3 rotation, mat3 rrotation) {
- float shadow = distanceToEdge(point) * 30.0;
- shadow = (1.0 - shadow) / 3.0;
- if (shadow < 0.0) shadow = 0.0;
- else shadow *= amount;
- vec4 shadowColor = seeThrough(yc, p, rotation, rrotation);
- shadowColor.r -= shadow;
- shadowColor.g -= shadow;
- shadowColor.b -= shadow;
- return shadowColor;
- }
- vec4 backside(float yc, vec3 point) {
- vec4 color = texture2D(sourceTex, point.xy);
- float gray = (color.r + color.b + color.g) / 15.0;
- gray += (8.0 / 10.0) * (pow(1.0 - abs(yc / cylinderRadius), 2.0 / 10.0) / 2.0 + (5.0 / 10.0));
- color.rgb = vec3(gray);
- return color;
- }
- vec4 behindSurface(float yc, vec3 point, mat3 rrotation) {
- float shado = (1.0 - ((-cylinderRadius - yc) / amount * 7.0)) / 6.0;
- shado *= 1.0 - abs(point.x - 0.5);
- yc = (-cylinderRadius - cylinderRadius - yc);
- float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;
- point = hitPoint(hitAngle, yc, point, rrotation);
- if (yc < 0.0 && point.x >= 0.0 && point.y >= 0.0 && point.x <= 1.0 && point.y <= 1.0 && (hitAngle < PI || amount > 0.5)){
- shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / (71.0 / 100.0));
- shado *= pow(-yc / cylinderRadius, 3.0);
- shado *= 0.5;
- } else
- shado = 0.0;
- return vec4(texture2D(targetTex, texCoord).rgb - shado, 1.0);
- }
- void main(void) {
- const float angle = 30.0 * PI / 180.0;
- float c = cos(-angle);
- float s = sin(-angle);
- mat3 rotation = mat3(
- c, s, 0,
- -s, c, 0,
- 0.12, 0.258, 1
- );
- c = cos(angle);
- s = sin(angle);
- mat3 rrotation = mat3(
- c, s, 0,
- -s, c, 0,
- 0.15, -0.5, 1
- );
- vec3 point = rotation * vec3(texCoord, 1.0);
- float yc = point.y - cylinderCenter;
- if (yc < -cylinderRadius) {
- // Behind surface
- gl_FragColor = behindSurface(yc, point, rrotation);
- return;
- }
- if (yc > cylinderRadius) {
- // Flat surface
- gl_FragColor = texture2D(sourceTex, texCoord);
- return;
- }
- float hitAngle = (acos(yc / cylinderRadius) + cylinderAngle) - PI;
- float hitAngleMod = mod(hitAngle, 2.0 * PI);
- if ((hitAngleMod > PI && amount < 0.5) || (hitAngleMod > PI/2.0 && amount < 0.0)) {
- gl_FragColor = seeThrough(yc, texCoord, rotation, rrotation);
- return;
- }
- point = hitPoint(hitAngle, yc, point, rrotation);
- if (point.x < 0.0 || point.y < 0.0 || point.x > 1.0 || point.y > 1.0) {
- gl_FragColor = seeThroughWithShadow(yc, texCoord, point, rotation, rrotation);
- return;
- }
- vec4 color = backside(yc, point);
- vec4 otherColor;
- if (yc < 0.0) {
- float shado = 1.0 - (sqrt(pow(point.x - 0.5, 2.0) + pow(point.y - 0.5, 2.0)) / 0.71);
- shado *= pow(-yc / cylinderRadius, 3.0);
- shado *= 0.5;
- otherColor = vec4(0.0, 0.0, 0.0, shado);
- } else {
- otherColor = texture2D(sourceTex, texCoord);
- }
- color = antiAlias(color, otherColor, cylinderRadius - abs(yc));
- vec4 cl = seeThroughWithShadow(yc, texCoord, point, rotation, rrotation);
- float dist = distanceToEdge(point);
- gl_FragColor = antiAlias(color, cl, dist);
- }
翻页的“分块”结构:
版权声明:涉猎过的知识都像是不断汇入大海的涓涓细流,你怎么知道是哪条汇入的溪流让海洋成为海洋呢【转载请注明出处】 https://blog.csdn.net/panda1234lee/article/details/52282741
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