threejs抗锯齿滤镜代码
时间: 2023-08-26 18:07:12 浏览: 156
以下是使用Three.js实现抗锯齿滤镜的代码:
首先,需要加载`EffectComposer`、`RenderPass`和`ShaderPass`依赖项:
```javascript
import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';
import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';
```
然后,需要创建一个`EffectComposer`对象:
```javascript
const composer = new EffectComposer(renderer);
```
接着,创建一个`RenderPass`对象:
```javascript
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
```
然后,创建一个自定义的着色器程序:
```javascript
const shader = {
uniforms: {
tDiffuse: { value: null },
resolution: { value: new THREE.Vector2() }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform vec2 resolution;
varying vec2 vUv;
const float blurSize = 1.0 / 512.0;
float rand(vec2 co) {
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
vec2 pixel = vec2(1.0, 1.0) / resolution.xy;
float randX = rand(vUv + vec2(0.0, gl_FragCoord.y));
float randY = rand(vUv + vec2(gl_FragCoord.x, 0.0));
vec3 color = texture2D(tDiffuse, vUv).rgb;
color += texture2D(tDiffuse, vUv + vec2(0.0, blurSize * randX)).rgb * 0.25;
color += texture2D(tDiffuse, vUv - vec2(0.0, blurSize * randX)).rgb * 0.25;
color += texture2D(tDiffuse, vUv + vec2(blurSize * randY, 0.0)).rgb * 0.25;
color += texture2D(tDiffuse, vUv - vec2(blurSize * randY, 0.0)).rgb * 0.25;
gl_FragColor = vec4(color, 1.0);
}
`
};
```
最后,创建一个`ShaderPass`对象,并将其添加到`EffectComposer`中:
```javascript
const customPass = new ShaderPass(shader);
customPass.renderToScreen = true;
composer.addPass(customPass);
```
完整的代码如下:
```javascript
import { EffectComposer } from 'three/examples/jsm/postprocessing/EffectComposer.js';
import { RenderPass } from 'three/examples/jsm/postprocessing/RenderPass.js';
import { ShaderPass } from 'three/examples/jsm/postprocessing/ShaderPass.js';
const composer = new EffectComposer(renderer);
const renderPass = new RenderPass(scene, camera);
composer.addPass(renderPass);
const shader = {
uniforms: {
tDiffuse: { value: null },
resolution: { value: new THREE.Vector2() }
},
vertexShader: `
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
uniform sampler2D tDiffuse;
uniform vec2 resolution;
varying vec2 vUv;
const float blurSize = 1.0 / 512.0;
float rand(vec2 co) {
return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
}
void main() {
vec2 pixel = vec2(1.0, 1.0) / resolution.xy;
float randX = rand(vUv + vec2(0.0, gl_FragCoord.y));
float randY = rand(vUv + vec2(gl_FragCoord.x, 0.0));
vec3 color = texture2D(tDiffuse, vUv).rgb;
color += texture2D(tDiffuse, vUv + vec2(0.0, blurSize * randX)).rgb * 0.25;
color += texture2D(tDiffuse, vUv - vec2(0.0, blurSize * randX)).rgb * 0.25;
color += texture2D(tDiffuse, vUv + vec2(blurSize * randY, 0.0)).rgb * 0.25;
color += texture2D(tDiffuse, vUv - vec2(blurSize * randY, 0.0)).rgb * 0.25;
gl_FragColor = vec4(color, 1.0);
}
`
};
const customPass = new ShaderPass(shader);
customPass.renderToScreen = true;
composer.addPass(customPass);
```
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