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https://github.com/helblazer811/ManimML.git
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89 lines
2.7 KiB
Python
89 lines
2.7 KiB
Python
import manim.utils.opengl as opengl
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from manim import *
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from manim.opengl import * # type: ignore
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class InlineShaderExample(Scene):
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def construct(self):
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config["background_color"] = "#333333"
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c = Circle(fill_opacity=0.7).shift(UL)
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self.add(c)
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shader = Shader(
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self.renderer.context,
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source={
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"vertex_shader": """
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#version 330
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in vec4 in_vert;
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in vec4 in_color;
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out vec4 v_color;
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uniform mat4 u_model_view_matrix;
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uniform mat4 u_projection_matrix;
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void main() {
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v_color = in_color;
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vec4 camera_space_vertex = u_model_view_matrix * in_vert;
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vec4 clip_space_vertex = u_projection_matrix * camera_space_vertex;
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gl_Position = clip_space_vertex;
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}
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""",
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"fragment_shader": """
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#version 330
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in vec4 v_color;
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out vec4 frag_color;
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void main() {
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frag_color = v_color;
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}
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void main () {
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// Previously, you'd have rendered your complete scene into a texture
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// bound to "fullScreenTexture."
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vec4 rValue = texture2D(fullscreenTexture, gl_TexCoords[0] - rOffset);
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vec4 gValue = texture2D(fullscreenTexture, gl_TexCoords[0] - gOffset);
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vec4 bValue = texture2D(fullscreenTexture, gl_TexCoords[0] - bOffset);
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// Combine the offset colors.
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gl_FragColor = vec4(rValue.r, gValue.g, bValue.b, 1.0);
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}
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""",
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},
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)
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shader.set_uniform("u_model_view_matrix", opengl.view_matrix())
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shader.set_uniform(
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"u_projection_matrix",
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opengl.orthographic_projection_matrix(),
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)
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attributes = np.zeros(
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6,
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dtype=[
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("in_vert", np.float32, (4,)),
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("in_color", np.float32, (4,)),
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],
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)
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attributes["in_vert"] = np.array(
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[
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[-1, -1, 0, 1],
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[-1, 1, 0, 1],
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[1, 1, 0, 1],
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[-1, -1, 0, 1],
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[1, -1, 0, 1],
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[1, 1, 0, 1],
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],
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)
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attributes["in_color"] = np.array(
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[
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[0, 0, 1, 1],
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[0, 0, 1, 1],
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[0, 0, 1, 1],
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[0, 0, 1, 1],
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[0, 0, 1, 1],
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[0, 0, 1, 1],
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],
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)
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mesh = Mesh(shader, attributes)
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self.add(mesh)
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self.wait(5)
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# self.embed_2()
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