添加非线性颜色过滤

This commit is contained in:
xsl
2025-10-23 21:30:24 +08:00
parent b73e94b7bf
commit afd02550a8
2 changed files with 25 additions and 11 deletions
+24 -10
View File
@@ -6,26 +6,40 @@ layout (binding = 2) uniform sampler2D samplerColor_ex;
layout (location = 0) in vec2 inUV; layout (location = 0) in vec2 inUV;
layout (location = 1) in vec3 inNormal; layout (location = 1) in vec3 inNormal;
layout (location = 0) out vec4 outFragColor; layout (location = 0) out vec4 outFragColor;
void main() void main()
{ {
vec4 color = texture(samplerColor, inUV); vec4 color = texture(samplerColor, inUV);
vec4 color_ex = texture(samplerColor_ex, inUV); vec4 color_ex = texture(samplerColor_ex, inUV);
vec3 N = normalize(inNormal); vec3 N = normalize(inNormal);
vec4 textureColor = color; // 计算与 (0,0,1) 的点乘
// 计算与 (0,0,1) 的点乘
float ndot = dot(N, vec3(0.0, 0.0, -1.0)); float ndot = dot(N, vec3(0.0, 0.0, -1.0));
// 保证结果 >= 0 // 保证结果 >= 0
ndot = max(ndot, 0.0); ndot = max(ndot, 0.0);
vec4 blendedColor = mix(color_ex, color, ndot); // 重新映射ndot值,让中间2/3部分进行融合
// 当ndot在[0.166, 0.833]范围内时进行混合,两端保持不变
float blendFactor;
if (ndot < 0.166) {
blendFactor = 0.0; // 完全使用color_ex
} else if (ndot > 0.833) {
blendFactor = 1.0; // 完全使用color
} else {
// 在中间2/3部分进行平滑过渡
blendFactor = (ndot - 0.166) / (0.833 - 0.166);
}
outFragColor = blendedColor; // 使用smoothstep创建中间2/3的融合区域
// 参数说明:smoothstep(edge0, edge1, x)
// 当x < edge0时返回0,当x > edge1时返回1,在中间时平滑过渡
//float blendFactor = smoothstep(0.166, 0.833, ndot);
vec4 blendedColor = mix(color_ex, color, blendFactor);
outFragColor = blendedColor;
} }
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