第 8 课:Grass - Blade Normal
实现
uniform float iTime;
attribute int index;
varying vec3 n;
vec3 bezier3D(vec3 p0, vec3 p1, vec3 p2, float t) {
float u = 1.0 - t;
float tt = t * t;
float uu = u * u;
vec3 p = uu * p0;
p += 2.0 * u * t * p1;
p += tt * p2;
return p;
}
vec3 bezierGradient3D(vec3 p0, vec3 p1, vec3 p2, float t) {
float u = 1.0 - t;
vec3 gradient = 2.0 * u * (p1 - p0) + 2.0 * t * (p2 - p1);
return gradient;
}
void main() {
int localIndex = index % 20;
float h = float(localIndex / 2) / 9.0;
float sideX = mod(float(localIndex), 2.0) * 2.0 - 1.0;
float sideZ = (index / 20 == 1) ? 1.0 : -1.0;
float bend = sin(iTime) * 1.5;
vec3 curve = bezier3D(
vec3(0.0, 0.0, 0.0),
vec3(0.0, 0.5, 0.0),
vec3(0.0, cos(bend), sin(bend)),
h
);
vec3 grad = bezierGradient3D(
vec3(0.0, 0.0, 0.0),
vec3(0.0, 0.5, 0.0),
vec3(0.0, cos(bend), sin(bend)),
h
);
vec3 tangent = grad;
n = normalize(sideZ * vec3(0.0, tangent.z, -tangent.y));
vec3 pos = curve;
pos.x += sideX * mix(0.1, 0.0, h * h);
gl_Position = projectionMatrix * viewMatrix * vec4(pos, 1.0);
}