第 2 课:Grass - Bending
实现
uniform float iTime;
attribute int index;
vec2 bezier(vec2 p0, vec2 p1, vec2 p2, float t) {
float u = 1.0 - t;
float tt = t * t;
float uu = u * u;
vec2 p = uu * p0;
p += 2.0 * u * t * p1;
p += tt * p2;
return p;
}
void main() {
float h = float(index / 2) / 9.0;
float sideX = mod(float(index), 2.0) * 2.0 - 1.0;
float bend = cos(iTime) * 0.5;
vec2 curve = bezier(
vec2(0.0, 0.0),
vec2(0.0, 0.5),
vec2(sin(bend), cos(bend)),
h
);
float dw = mix(0.05, 0.0, h * h);
vec3 pos = vec3(curve.x + sideX * dw, curve.y, 0.0);
gl_Position = projectionMatrix * viewMatrix * vec4(pos, 1.0);
}