第 3 课:Brightness
我的解:mix 本质上是线性插值函数
我的解
uniform vec2 iResolution;
uniform sampler2D iChannel0;
void main() {
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = gl_FragCoord.xy / iResolution.xy;
vec3 texColor = texture(iChannel0, uv).rgb;
gl_FragColor = clamp(vec4(texColor*4.0, 1.0),0.0,1.0);
}
复盘笔记
- mix 本质上是线性插值函数
- a * (1-t) + b * (t)
- brightness = distance(color, vec3(0.0));