mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-09 19:10:24 +00:00
31 lines
1.7 KiB
Markdown
31 lines
1.7 KiB
Markdown
|
#### Scott
|
|||
|
|
|||
|
* For these uniforms:
|
|||
|
```
|
|||
|
uniform vec2 u_resolution; // Canvas size (width,height)
|
|||
|
uniform vec2 u_mouse; // mouse position in screen pixels
|
|||
|
uniform float u_time; // Time in seconds since load
|
|||
|
````
|
|||
|
…what determines these variable names? Are these set by you, so I could change them, or are these determined by the graphics card, GLSL, or something else?
|
|||
|
|
|||
|
* This list of GLSL-supported functions is super. Maybe you could link to a comprehensive list here, too.
|
|||
|
|
|||
|
• In "Slow down the frequency until the color change becomes almost imperceptible" took me a minute to figure out the right place to do that. I ended up writing:
|
|||
|
```
|
|||
|
gl_FragColor = vec4( abs(sin(u_time * 0.4)) ,0.0,0.0,1.0);
|
|||
|
```
|
|||
|
|
|||
|
I mention it because I felt this is the first place where you might lose some people. Consider giving a little more guidance with this instruction.
|
|||
|
|
|||
|
* So gl_FragCoord is a varying, so it doesn’t have to be declared. But uniforms do have to be declared before you can use them? Is that right?
|
|||
|
|
|||
|
* Starting in this example, I need to be told what the components of a vec4() are. It looks like you are using vec4.x and vec4.y. But you didn’t introduce these. What other options do I have?
|
|||
|
|
|||
|
* Also I would want the fields of gl_FragCoord explained. You used gl_FragCoord.xy but didn’t explain it. I assume it’s a vec2 with the x and y values, of course.
|
|||
|
|
|||
|
Come to think of it, it is crazy that you can write:
|
|||
|
|
|||
|
gl_FragCoord.xy / u_resolution
|
|||
|
|
|||
|
and have that return a vec2! In Processing you have to use something like vector.divide(). Maybe it would be worth explaining a bit what your line of code above does? Does it really divide both the X and Y values by u_resolution?
|