探究眼坐标
前提条件:
相机的位置=50
顶点着色器:
varying float viewZ;
varying float viewW;
void main() {
// 都变换到相机(眼)坐标系下
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
viewW = mvPosition.w;
viewZ = mvPosition.z;
gl_Position = projectionMatrix * mvPosition;
}
片元着色器:
varying float viewW;
varying float viewZ;
1、viewZ
结论:
viewZ = mvPosition.z = -相机的距离
gl_FragColor = vec4(vec3(-viewZ - 50. + 0.5, 0., 0.), 1.);
2、viewW
gl_FragColor = vec4(vec3(viewW-1.+0.5, 0., 0.), 1.);
结论:
viewW = 1