3D Visualization
Waves in the Ocean
Swipe Left, Right, Up & Down
Visual Effect
Swipe as waves roll in the ocean against emerald green islands.
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Implementation: Waves with GLSL mix()
The shader mix()
function
blends two texture maps as you swipe.
Preparation
Islands and waves prepared with 3ds Max, modified with Photoshop and texture mapped to the inside of a cube.
Special effects implemented with
WebGL. The following GLSL shader
blends two images based on
the uniform, uf_time
.
As you swipe, uf_time
increases and decreases, in floating
point values, from zero to one.
Normally it's more efficient
to process as much as possible
in the vertex shader.
Yet the fragment shader
accesses texture samples
to display fragments
of
color on the canvas.
This particular example mixes those
fragments.
Additionally the vertex shader for this example only processes eight vertices. Therefore blend granularity would be very rough with processing in the vertex shader.
Fragment Shader
precision mediump float; uniform sampler2D u_sampler0; uniform sampler2D u_sampler1; varying vec2 v_tex_coord0; uniform float uf_time; void main(void) { // Sample the first texture: vec4 v4_color0 = texture2D( u_sampler0, v_tex_coord0 ); // Sample the second texture: vec4 v4_color1 = texture2D( u_sampler1, v_tex_coord0 ); // Blend the textures // based on the value // in floating point uf_time. vec4 v4_mix = mix( v4_color0, v4_color1, uf_time ); gl_FragColor = v4_mix; }
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