Merge pull request #183 from dptd/itime

replace iGlobalTime with iTime
This commit is contained in:
Patricio Gonzalez Vivo 2017-09-19 16:21:44 +01:00 committed by GitHub
commit d1336c3e09
8 changed files with 8 additions and 8 deletions

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@ -19,7 +19,7 @@ uniform float u_time; // 时间(加载后的秒数)
```glsl ```glsl
uniform vec3 iResolution; // 视口分辨率(以像素计) uniform vec3 iResolution; // 视口分辨率(以像素计)
uniform vec4 iMouse; // 鼠标坐标 xy 当前位置, zw 点击位置 uniform vec4 iMouse; // 鼠标坐标 xy 当前位置, zw 点击位置
uniform float iGlobalTime; // shader 运行时间(以秒计) uniform float iTime; // shader 运行时间(以秒计)
``` ```
好了说的足够多了,我们来看看实际操作中的 uniform 吧。在下面的代码中我们使用 ```u_time``` 加上一个 sin 函数,来展示图中红色的动态变化。 好了说的足够多了,我们来看看实际操作中的 uniform 吧。在下面的代码中我们使用 ```u_time``` 加上一个 sin 函数,来展示图中红色的动态变化。

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@ -19,7 +19,7 @@ Man kann sich Uniforms als eine Brücke zwischen der CPU und der GPU vorstellen.
```glsl ```glsl
uniform vec3 iResolution; // Groesse der Malflaeche uniform vec3 iResolution; // Groesse der Malflaeche
uniform vec4 iMouse; // Mausposition uniform vec4 iMouse; // Mausposition
uniform float iGlobalTime; // Zeit seit dem Start uniform float iTime; // Zeit seit dem Start
``` ```
Aber nun genug geredet. Lass uns die Uniforms in Aktion betrachten. Der folgende Programmcode nutzt ```u_time``` - die Anzahl der Sekunden, seitdem der Shader gestartet wurde - in Verbindung mit einer Sinus-Funktion, um die Intensität der Rotfärbung der Malfläche pulsieren zu lassen. Aber nun genug geredet. Lass uns die Uniforms in Aktion betrachten. Der folgende Programmcode nutzt ```u_time``` - die Anzahl der Sekunden, seitdem der Shader gestartet wurde - in Verbindung mit einer Sinus-Funktion, um die Intensität der Rotfärbung der Malfläche pulsieren zu lassen.

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@ -19,7 +19,7 @@ Podemos imaginar que los uniforms son como pequeños puentes entra la CPU y la G
```glsl ```glsl
uniform vec3 iResolution; // viewport resolution (in pixels) uniform vec3 iResolution; // viewport resolution (in pixels)
uniform vec4 iMouse; // mouse pixel coords. xy: current, zw: click uniform vec4 iMouse; // mouse pixel coords. xy: current, zw: click
uniform float iGlobalTime; // shader playback time (in seconds) uniform float iTime; // shader playback time (in seconds)
``` ```
Ya hemos hablado mucho, vamos a ver los uniforms en acción. En el código siguiente usamos ```u_time``` - el número de segundos desde que el shader comenzó a ejecutarse - junto con una función del seno para animar en transición la cantidad de rojo en la pantalla. Ya hemos hablado mucho, vamos a ver los uniforms en acción. En el código siguiente usamos ```u_time``` - el número de segundos desde que el shader comenzó a ejecutarse - junto con una función del seno para animar en transición la cantidad de rojo en la pantalla.

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@ -28,7 +28,7 @@ Par exemple [ShaderToy.com](https://www.shadertoy.com/) utilise les mêmes unifo
```glsl ```glsl
uniform vec3 iResolution; // taille du canvas (en pixels) uniform vec3 iResolution; // taille du canvas (en pixels)
uniform vec4 iMouse; // position de la souris. xy: courant, zw: au click uniform vec4 iMouse; // position de la souris. xy: courant, zw: au click
uniform float iGlobalTime; // temps écoulé depuis le lancement du shader (en secondes) uniform float iTime; // temps écoulé depuis le lancement du shader (en secondes)
``` ```
Notez qu'ils utilisent un `i` au lieu de notre `u_`. Notez qu'ils utilisent un `i` au lieu de notre `u_`.

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@ -19,7 +19,7 @@ uniform float u_time; // tempo in secondi da quando lo shader è iniziato
```glsl ```glsl
uniform vec3 iResolution; // dimensione del Canvas (in pixels) uniform vec3 iResolution; // dimensione del Canvas (in pixels)
uniform vec4 iMouse; // posizione del mouse in pixels. xy: corrente, zw: click uniform vec4 iMouse; // posizione del mouse in pixels. xy: corrente, zw: click
uniform float iGlobalTime; // tempo (in secondi) da quando lo shader è iniziato uniform float iTime; // tempo (in secondi) da quando lo shader è iniziato
``` ```
Ma ora basta chiacchiere, vediamo gli uniforms in azione. Nel seguente codice utilizziamo ```u_time``` - il numero di secondi da quando lo shader è iniziato - insieme ad una funzione seno per animare con una transizione la quantità di rosso sullo schermo. Ma ora basta chiacchiere, vediamo gli uniforms in azione. Nel seguente codice utilizziamo ```u_time``` - il numero di secondi da quando lo shader è iniziato - insieme ad una funzione seno per animare con una transizione la quantità di rosso sullo schermo.

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@ -22,7 +22,7 @@ uniform変数はCPUとGPUの間の小さな架け橋だと考えることがで
```glsl ```glsl
uniform vec3 iResolution; // viewport resolution (in pixels) uniform vec3 iResolution; // viewport resolution (in pixels)
uniform vec4 iMouse; // mouse pixel coords. xy: current, zw: click uniform vec4 iMouse; // mouse pixel coords. xy: current, zw: click
uniform float iGlobalTime; // shader playback time (in seconds) uniform float iTime; // shader playback time (in seconds)
``` ```
訳注uniform変数は開発者が自由に名前を決めることができ、上で挙げられている用途以外にも自由に使うことができます。C、JavascriptなどのCPUで走るプログラムからは、シェーダー側で決めた変数の名前を指定して値を渡すことができます 訳注uniform変数は開発者が自由に名前を決めることができ、上で挙げられている用途以外にも自由に使うことができます。C、JavascriptなどのCPUで走るプログラムからは、シェーダー側で決めた変数の名前を指定して値を渡すことができます

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@ -19,7 +19,7 @@ uniform float u_time; // Time in seconds since load
```glsl ```glsl
uniform vec3 iResolution; // viewport resolution (in pixels) uniform vec3 iResolution; // viewport resolution (in pixels)
uniform vec4 iMouse; // mouse pixel coords. xy: current, zw: click uniform vec4 iMouse; // mouse pixel coords. xy: current, zw: click
uniform float iGlobalTime; // shader playback time (in seconds) uniform float iTime; // shader playback time (in seconds)
``` ```
거두철미하고, 유니폼이 실제로 구현되는 부분을 보자. 아래 코드에서 ```u_time``` - 쉐이더가 구동된후 초 - 를 sine 함수에 인자로 넣어, 빨간색값을 조절하고 있는것을 볼수 있다. 거두철미하고, 유니폼이 실제로 구현되는 부분을 보자. 아래 코드에서 ```u_time``` - 쉐이더가 구동된후 초 - 를 sine 함수에 인자로 넣어, 빨간색값을 조절하고 있는것을 볼수 있다.

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@ -19,7 +19,7 @@ You can picture the uniforms like little bridges between the CPU and the GPU. Th
```glsl ```glsl
uniform vec3 iResolution; // viewport resolution (in pixels) uniform vec3 iResolution; // viewport resolution (in pixels)
uniform vec4 iMouse; // mouse pixel coords. xy: current, zw: click uniform vec4 iMouse; // mouse pixel coords. xy: current, zw: click
uniform float iGlobalTime; // shader playback time (in seconds) uniform float iTime; // shader playback time (in seconds)
``` ```
Enough talking, let's see the uniforms in action. In the following code we use `u_time` - the number of seconds since the shader started running - together with a sine function to animate the transition of the amount of red in the billboard. Enough talking, let's see the uniforms in action. In the following code we use `u_time` - the number of seconds since the shader started running - together with a sine function to animate the transition of the amount of red in the billboard.