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接上一篇:
最终效果:
代码:
export default function getGlowLight() { const cl = 25; const mat = new THREE.ShaderMaterial({ uniforms: { c: { type: "f", value: 0.7, }, p: { type: "f", value: 15, }, glowColor: { type: "c", value: new THREE.Color(0x1c2462), }, viewVector: { type: "v3", value: new THREE.Vector3(0, 0, 220), }, }, vertexShader: ` #define GLSLIFY 1 uniform vec3 viewVector; uniform float c; uniform float p; varying float intensity; void main() { vec3 vNormal = normalize( normalMatrix * normal ); vec3 vNormel = normalize( normalMatrix * viewVector ); intensity = pow( c - dot(vNormal, vNormel), p ); gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); }`, fragmentShader: ` #define GLSLIFY 1 uniform vec3 glowColor; varying float intensity; void main() { vec3 glow = glowColor * intensity; gl_FragColor = vec4( glow, 1.0 ); }`, side: 1, blending: 2, transparent: !0, }); const s = new THREE.Mesh(new THREE.SphereBufferGeometry(cl, 45, 45), mat); s.name = "GlowLight"; s.scale.multiplyScalar(1.15); s.rotateX(0.03 * Math.PI); s.rotateY(0.03 * Math.PI); return s;}
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