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uv坐标我有一个球体与着色器材质。在该材料中,我需要使用uv
坐标,但我不明白它们是如何计算的。如果我检查球体的几何图形uv
坐标的范围是[0, 1]
,但在我的着色器中,它们似乎只使用该范围的一半。为什么?什么范围是从
var material = new THREE.ShaderMaterial({
vertexShader: vertexShader,
fragmentShader: fragmentShader
});
var sphere = new THREE.Mesh(new THREE.SphereGeometry(150, 16, 16), material);
//
// Vertex shader
//
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
//
// Fragment shader
//
varying vec2 vUv;
void main() {
// why is the vUv.x range somewhere between 17/255 and 110/255
gl_FragColor = vec4(vUv.x, 0.0, 0.0, 1.0);
// this corrects it a little bit but it still isnt range [0/255, 255/255]
//gl_FragColor = vec4(vUv.x*2.0, 0.0, 0.0, 1.0);
}