我如何标准化在 glsl 中绘制的圆,这样分辨率就不会拉伸?
how do i normalize a circle drawn in glsl so the resolution doesn't stretch?
我正在尝试使用 glsl 在特定精灵周围创建一个圆圈。然而,分辨率是矩形 (800x600),这会导致一个略微拉伸的圆圈:
我试过 的答案,但我不知道如何将它们正确应用到我的特定着色器。我需要做什么
#define SHADER_NAME SPOTLIGHT_FS
precision highp float;
uniform sampler2D uMainSampler;
varying vec2 outTexCoord;
// coord is the non-normalized position if the sprite that the circle follows
uniform vec2 coord;
vec2 px = vec2(1.0/800.0, 1.0/600.0);
float getDistance(vec2 pixelCoord, vec2 playerCoord) {
// pixelCoord is normalized, but playerCoord is passed in as-is
return distance(pixelCoord, playerCoord*px);
}
void main( void )
{
if (getDistance(outTexCoord, coord) > 0.125) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else {
gl_FragColor = texture2D(uMainSampler, outTexCoord);
}
}
您必须考虑视口的纵横比。例如:
vec2 px = vec2(1.0/800.0, 1.0/600.0);
float aspect = 800.0 / 600.0;
float getDistance(vec2 pixelCoord, vec2 playerCoord) {
vec2 p = playerCoord * px * vec2(1.0, 1.0/aspect);
// pixelCoord is normalized, but playerCoord is passed in as-is
return distance(pixelCoord, p);
}
或者,您可以以像素为单位计算距离:
vec2 resolution = vec2(800.0, 600.0);
float radius = 100.0; // radius in pixel
float getDistance(vec2 pixelCoord, vec2 playerCoord) {
return distance(pixelCoord*resolution, playerCoord);
}
void main( void )
{
if (getDistance(outTexCoord, coord) > radius) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else {
gl_FragColor = texture2D(uMainSampler, outTexCoord);
}
}
我正在尝试使用 glsl 在特定精灵周围创建一个圆圈。然而,分辨率是矩形 (800x600),这会导致一个略微拉伸的圆圈:
我试过
#define SHADER_NAME SPOTLIGHT_FS
precision highp float;
uniform sampler2D uMainSampler;
varying vec2 outTexCoord;
// coord is the non-normalized position if the sprite that the circle follows
uniform vec2 coord;
vec2 px = vec2(1.0/800.0, 1.0/600.0);
float getDistance(vec2 pixelCoord, vec2 playerCoord) {
// pixelCoord is normalized, but playerCoord is passed in as-is
return distance(pixelCoord, playerCoord*px);
}
void main( void )
{
if (getDistance(outTexCoord, coord) > 0.125) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else {
gl_FragColor = texture2D(uMainSampler, outTexCoord);
}
}
您必须考虑视口的纵横比。例如:
vec2 px = vec2(1.0/800.0, 1.0/600.0);
float aspect = 800.0 / 600.0;
float getDistance(vec2 pixelCoord, vec2 playerCoord) {
vec2 p = playerCoord * px * vec2(1.0, 1.0/aspect);
// pixelCoord is normalized, but playerCoord is passed in as-is
return distance(pixelCoord, p);
}
或者,您可以以像素为单位计算距离:
vec2 resolution = vec2(800.0, 600.0);
float radius = 100.0; // radius in pixel
float getDistance(vec2 pixelCoord, vec2 playerCoord) {
return distance(pixelCoord*resolution, playerCoord);
}
void main( void )
{
if (getDistance(outTexCoord, coord) > radius) {
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else {
gl_FragColor = texture2D(uMainSampler, outTexCoord);
}
}