Task
Write a shader program that divides the screen into two equal parts. The origin of the left part is at
(0.25, 0.5), and the origin of the right part is at(0.75, 0.5). In the left part, display the cosine of the angle between the positive X-axis and the vector directed from the origin to the current pixel position. In the right part, display the sine of the angle between the positive X-axis and the vector directed from the origin to the current pixel position.
编写一个着色器程序,将屏幕分割成两个相等的部分。左侧部分的原点位于(0.25, 0.5),右侧部分的原点位于(0.75, 0.5)。在左侧部分,显示X轴正方向与从原点指向当前像素位置的向量之间夹角的余弦值。在右侧部分,显示X轴正方向与从原点指向当前像素位置的向量之间夹角的正弦值。
Theory
函数介绍
normalize(): 向量归一化(Vector Normalization)
它接收一个向量,然后返回一个指向相同方向,但长度恰好为 1 的单位向量(Unit Vector)。
常常用于光照计算,方向相关内容
点积介绍
两个单位向量进行点积运算时,其结果等于它们之间夹角的余弦值(cosine)
dot(A, B) = 1:方向完全相同。dot(A, B) = 0:方向互相垂直。dot(A, B) = -1:方向完全相反。
Answer
glsl
uniform vec2 iResolution;
void main() {
vec2 uv = gl_FragCoord.xy / iResolution.xy;
//左边,和方向有关时需要向量归一化
vec2 left = normalize(uv - vec2(0.25, 0.5));
// 右边
vec2 right = normalize(uv - vec2(0.75, 0.5));
float condition = step(0.5, uv.x);
// 因为是单位向量,所有cos = left.x
float t = (1.0 - condition) * left.x + condition * right.y ;
gl_FragColor = vec4(vec3(t), 1.0);
}
效果

练习
最后
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