I would like to achieve something like this :
However, I fail to get the Y coordinates (before projection) of a given point inside the Fragment Shader.
Here is my Fragment Shader :
precision mediump float;
vec4 blue = vec4(0.0, 0.0, 1.0, 1.0);
vec4 pink = vec4(1.0, 0.0, 1.0, 1.0);
void main() {
float y_coordinates = ???
gl_FragColor = mix(blue , pink , y_coordinates);
}
Should I send them from the Vertex Shader?
CodePudding user response:
Pass the vertex coordinate from the vertex shader to the fragment shader. e.g.:
Vertex shader
attribute vec3 pos;
varying vec3 vertex_pos;
void main() {
vertex_pos = pos;
gl_Position = ...;
}
Fragment shader:
precision mediump float;
varying vec3 vertex_pos;
vec4 blue = vec4(0.0, 0.0, 1.0, 1.0);
vec4 pink = vec4(1.0, 0.0, 1.0, 1.0);
void main() {
gl_FragColor = mix(blue, pink, vertex_pos.y);
}
Note, the y component of the vertex coordinate must be in range [0.0, 1.0]. If your coordinate is in another range, you must map it to the range [0.0, 1.0]. e.g. map from [a, b] to [0.0, 1.0]:
float w = (vertex_pos.y - a) / (b-a);
gl_FragColor = mix(blue, pink, w);