添加圆心遮罩
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@@ -9,7 +9,33 @@ layout(location = 0) out vec4 outColor;
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// 纹理采样器
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layout(binding = 0) uniform sampler2D texSampler;
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layout(push_constant) uniform PushConstants {
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float zoom;
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float r;
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float g;
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float b;
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float radius;
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float ux;
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float uy;
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} pushConstants;
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void main() {
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// 采样纹理
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outColor = texture(texSampler, inTexCoord);
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// outFragColor = color;
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// 获取当前片元的屏幕坐标(左下角为原点)
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vec2 fragCoord = gl_FragCoord.xy;
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// 屏幕中心(480x480 的中心是 (240, 240))
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vec2 center = vec2(240.0, 240.0);
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// 计算到中心的距离(欧氏距离,单位:像素)
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float dist = length(fragCoord - center);
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// 判断是否在半径之外
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if (dist > pushConstants.radius) {
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// 使用 push constant 中的 RGB 颜色(注意 alpha 设为 1.0)
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outColor = vec4(pushConstants.r, pushConstants.g, pushConstants.b, 1.0);
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} else {
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// 采样纹理
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outColor = texture(texSampler, inTexCoord);
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}
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}
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@@ -38,7 +38,13 @@ const vec2 texCoords[6] = vec2[6](
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// 定义 Push Constant,只有一个 float
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layout(push_constant) uniform PushConstants {
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float myValue;
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float zoom;
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float r;
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float g;
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float b;
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float radius;
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float ux;
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float uy;
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} pushConstants;
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@@ -48,7 +54,7 @@ layout(location = 0) out vec2 outTexCoord;
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void main() {
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// 获取顶点位置
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vec2 position = positions[gl_VertexIndex];
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position = position * pushConstants.myValue;
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position = position * pushConstants.zoom;
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// 设置输出位置(Vulkan使用不同的坐标系)
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gl_Position = vec4(position, 0.0, 1.0);
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@@ -6,7 +6,11 @@ layout (location = 0) in vec2 inUV;
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layout (location = 1) in vec3 inNormal;
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layout(push_constant) uniform PushConstants {
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float myValue;
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float zoom;
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float r;
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float g;
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float b;
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float radius;
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float ux;
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float uy;
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} pushConstants;
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@@ -16,10 +20,25 @@ layout (location = 0) out vec4 outFragColor;
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void main()
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{
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vec2 pos = vec2(pushConstants.ux/4096.f, pushConstants.uy/2048.f);
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vec2 uv = pos + vec2(inUV.x/8.f, inUV.y/4.f);
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vec4 color = texture(samplerColor, uv);
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// outFragColor = color;
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// 获取当前片元的屏幕坐标(左下角为原点)
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vec2 fragCoord = gl_FragCoord.xy;
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outFragColor = color;
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// 屏幕中心(480x480 的中心是 (240, 240))
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vec2 center = vec2(240.0, 240.0);
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// 计算到中心的距离(欧氏距离,单位:像素)
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float dist = length(fragCoord - center);
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// 判断是否在半径之外
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if (dist > pushConstants.radius) {
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// 使用 push constant 中的 RGB 颜色(注意 alpha 设为 1.0)
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outFragColor = vec4(pushConstants.r, pushConstants.g, pushConstants.b, 1.0);
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} else {
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vec2 pos = vec2(pushConstants.ux/4096.f, pushConstants.uy/2048.f);
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vec2 uv = pos + vec2(inUV.x/8.f, inUV.y/4.f);
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vec4 color = texture(samplerColor, uv);
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outFragColor = color;
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}
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}
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@@ -17,7 +17,11 @@ layout (location = 0) out vec2 outUV;
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layout (location = 1) out vec3 outNormal;
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layout(push_constant) uniform PushConstants {
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float myValue;
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float zoom;
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float r;
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float g;
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float b;
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float radius;
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float ux;
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float uy;
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} pushConstants;
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@@ -32,7 +36,7 @@ void main()
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outUV = inUV;
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vec2 position = vec2(inPos.xy*2 -1);
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position = position * pushConstants.myValue;
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position = position * pushConstants.zoom;
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gl_Position = vec4(position, 0.5, 1.0);
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vec4 pos = ubo.model * vec4(inPos, 1.0);
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