如何在着色器中制作波浪变形效果? [英] How to make a wave warp effect in shader?

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问题描述

我想制作这样的波浪变形效果:

I want to make a wave warp effect like this:

但我只能创建正常的正弦波.

But I can only create the normal sine wave.

这是我的片段着色器:

precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_baseMap;

vec2 SineWave( vec2 p ){
    float pi = 3.14159;
    float A = 0.15;
    float w = 10.0 * pi;
    float t = 30.0*pi/180.0;
    float y = sin( w*p.x + t) * A; 
    return vec2(p.x, p.y+y); 
}
void main(){
    vec2 p = v_texCoord; 
    vec2 uv = SineWave( p ); 
    vec4 tcolor = texture2D(s_baseMap, uv); 
    gl_FragColor = tcolor; 
}

结果是:

那么问题是如何在特定方向上扭曲波浪?

So the question is how to warp the wave on a specific direction?

谢谢.

这是原始纹理:

更新:我在计算 y 时扭曲了 x 轴,但结果似乎不对.

update: I distort x axis when compute y, but the result seems not right.

float x = p.x + p.y*tan( -0.5); 
float y = sin( w*x + t) * A;
return vec2(p.x, p.y+y); 

推荐答案

好的,我尝试重新创建您的效果,因此我将其用作纹理:

OK I tried to recreate your effect so I used this as texture:

我把你的图片调整为512x512,所以它是2的幂,用黑色填充边框.由于您不共享顶点着色器,因此我创建了自己的着色器.GL 渲染单个四边形 <-1,+1> 没有纹理坐标或矩阵,只有 glVertex2f() 和单个 2D 纹理绑定到单元 0.我稍微重写了您的片段以匹配输出.我还添加了 tx,ty 制服以轻松地为鼠标位置制作动画效果 <0,1> 这里是着色器的第一个顶点:

I took your image and resize it to 512x512 so it is power of 2 fill the border with black. As you do not share Vertex shader I created my own. The GL is rendering single quad <-1,+1> without texture coordinates or matrices only glVertex2f() with single 2D texture binded to unit 0. I slightly rewrite your fragment to match the output. Also I added tx,ty uniforms to easily animate the effect with mouse position <0,1> Here are the shaders first vertex:

// Vertex
varying vec2 v_texCoord;
void main()
    {
    v_texCoord=gl_Vertex.xy;
    gl_Position=gl_Vertex;
    }

然后是片段:

// Fragment
varying vec2 v_texCoord;        // holds the Vertex position <-1,+1> !!!
uniform sampler2D s_baseMap;    // used texture unit
uniform float tx,ty;            // x,y waves phase

vec2 SineWave( vec2 p )
    {
    // convert Vertex position <-1,+1> to texture coordinate <0,1> and some shrinking so the effect dont overlap screen
    p.x=( 0.55*p.x)+0.5;
    p.y=(-0.55*p.y)+0.5;
    // wave distortion
    float x = sin( 25.0*p.y + 30.0*p.x + 6.28*tx) * 0.05;
    float y = sin( 25.0*p.y + 30.0*p.x + 6.28*ty) * 0.05;
    return vec2(p.x+x, p.y+y);
    }

void main()
    {
    gl_FragColor = texture2D(s_baseMap,SineWave(v_texCoord));
    }

这是 tx=0.3477,ty=0.7812 的输出,在视觉上或多或少与您的示例相符:

This is output for tx=0.3477,ty=0.7812 which visually more or less matches your example:

如您所见,我在正弦波中添加了一些项,因此它也得到了歪斜失真.

As you can see I added few terms into the sin waves so it got also skew distortion.

如果 v_texCoord 已经在 <0,1> 范围内,那么忽略

If you have the v_texCoord already in range <0,1> then ignore the

    p.x=( 0.55*p.x)+0.5;
    p.y=(-0.55*p.y)+0.5;

或将其重写为(因此收缩和系数保持原样)

or rewrite it to (so the shrink and coefficients stay as should)

    p.x=(1.1*p.x)-0.05;
    p.y=(1.1*p.y)-0.05;

如果您使用不同的纹理(不是我的),那么您需要重新调整所有系数.

If you use different texture (not mine) then you need to rescale all the coefficients.

[edit1] 系数含义

首先我从你的开始:

float x = sin( 10.0*p.y) * 0.15;
float y = sin( 10.0*p.x) * 0.15;

0.15 是波幅,看起来太大了,所以我把它降低到 0.05.然后 10.0 是频率,数字越大,沿轴的波数越多.通过纯粹的试验和错误,我确定它们应该是 y 轴的 30.0 和 x 轴的 25.0 以便波的数量与您想要的输出相匹配.

The 0.15 is wave amplitude which seems to be too big so I lower it to 0.05. Then 10.0 is frequency the bigger the number the more waves along axis will be. By pure trial&error I determine they should be 30.0 for y axis and 25.0 for x axis so the number of waves matches your desired output.

float x = sin( 25.0*p.y) * 0.05;
float y = sin( 30.0*p.x) * 0.05;

在此之后,我发现波浪应该有点倾斜,所以在经过一些调整发现这个方程后,我也添加了对另一个轴的依赖:

After this I spotted that the waves should be a bit skewed so I add dependency on the other axis too after some tweaking found out this equation:

float x = sin( 25.0*p.y + 30.0*p.x) * 0.05;
float y = sin( 25.0*p.y + 30.0*p.x) * 0.05;

其中两个系数在轴之间相同(很奇怪,但工作时我期望我需要在轴之间使用不同的系数).这只是为每个轴找到正确相位的问题,所以我添加了由鼠标位置控制的相移 (tx,ty) <0.0,1.0> 所以我得到了最终结果:

where both coefficients are the same in between axises (weird but working I was expecting I would need to have different coefficients between axises). After this is just a matter of finding the correct phase for each axis so I add phase shift controlled by mouse position (tx,ty) <0.0,1.0> so I got the final:

float x = sin( 25.0*p.y + 30.0*p.x + 6.28*tx) * 0.05;
float y = sin( 25.0*p.y + 30.0*p.x + 6.28*ty) * 0.05;

然后我玩鼠标(打印它的位置),直到我足够接近以匹配您想要的输出时 tx=0.3477,ty=0.7812 这样您就可以硬编码

Then I play with mouse (printing its position) until I got close enough to match your desired output which was when tx=0.3477,ty=0.7812 so you can hard-code

float x = sin( 25.0*p.y + 30.0*p.x + 6.28*0.3477) * 0.05;
float y = sin( 25.0*p.y + 30.0*p.x + 6.28*0.7812) * 0.05;

这篇关于如何在着色器中制作波浪变形效果?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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