我已经建立了一个最简单的测试案例,你可以通过使用自定义的片段着色器 (jsfiddle),轻松地看到由于欠采样振荡的红色颜色而产生的莫尔纹图案。
GLSL中消除这种图案的一般技术是什么?我想这需要使用导数扩展,但我从来没有完全理解过如何实现它。我基本上要做抗锯齿处理,对吧?
var canvas = document.getElementById('canvas');
var scene = new THREE.Scene();
var renderer = new THREE.WebGLRenderer({canvas: canvas, antialias: true});
var camera = new THREE.PerspectiveCamera(75, canvas.clientWidth / canvas.clientWidth, 1, 1000);
var geometry = new THREE.SphereGeometry(50, 50, 50);
var material = new THREE.ShaderMaterial({
vertexShader: document.getElementById('vertex-shader').textContent,
fragmentShader: document.getElementById('fragment-shader').textContent
});
var sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
camera.position.z = 100;
var period = 30;
var clock = new THREE.Clock();
render();
function render() {
requestAnimationFrame(render);
if (canvas.width !== canvas.clientWidth || canvas.height !== canvas.clientHeight) {
renderer.setSize(canvas.clientWidth, canvas.clientHeight, false);
camera.aspect = canvas.clientWidth / canvas.clientHeight;
camera.updateProjectionMatrix();
}
sphere.rotation.y -= clock.getDelta() * 2 * Math.PI / period;
renderer.render(scene, camera);
}
html, body, #canvas {
margin: 0;
padding: 0;
width: 100%;
height: 100%;
overflow: hidden;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r73/three.min.js"></script>
<canvas id="canvas"></canvas>
<script id="vertex-shader" type="x-shader/x-vertex">
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
</script>
<script id="fragment-shader" type="x-shader/x-fragment">
#define M_TAU 6.2831853071795864769252867665590
varying vec2 vUv;
void main() {
float w = sin(500.0 * M_TAU * vUv.x) / 2.0 + 0.5;
vec3 color = vec3(w, 0.0, 0.0);
gl_FragColor = vec4(color, 1.0);
}
</script>
更新:我尝试实现了超采样,但不确定是否实现正确,似乎并没有太大帮助。