通過shader控制漸變發範圍。
看起來像一個氣泡。
const mat = {
uniforms: {
uColor: { value: new THREE.Color('#16585f') },
uOp: { value: 1.0 }
},
vertexShader: `
varying vec2 vUv;
void main(){
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
}
`,
fragmentShader: `
varying vec2 vUv;
uniform float uOp;
uniform vec3 uColor;
float plot1(float a,float b,float x,float k){
float y = smoothstep(a,a+k