以下是一个简单的GLSL代码实现Raymarching相机的例子:\n\n\nuniform vec3 cameraPos; \nuniform vec3 cameraDir; \nuniform float cameraFOV; \nuniform float cameraAspect; \n\nvec2 getScreenCoord(vec2 fragCoord) { \n vec2 screenCoord = (fragCoord - resolution.xy * 0.5) / resolution.y; \n screenCoord.y /= cameraAspect; \n return screenCoord; \n} \n\nvec3 getRayDirection(vec2 screenCoord) { \n vec3 forward = normalize(cameraDir); \n vec3 right = cross(vec3(0.0, 1.0, 0.0), forward); \n vec3 up = cross(forward, right); \n \n return normalize(forward + screenCoord.x * right + screenCoord.y * up); \n} \n\nvoid main() { \n vec2 screenCoord = getScreenCoord(gl_FragCoord.xy); \n vec3 rayDirection = getRayDirection(screenCoord); \n \n // Raymarching code goes here... \n} \n\n\n这段代码中,cameraPos是相机位置,cameraDir是相机方向,cameraFOV是相机的视场角,cameraAspect是相机的宽高比。getScreenCoord函数将屏幕坐标转换为[-1, 1]范围内的坐标,getRayDirection函数根据相机位置、方向以及屏幕坐标计算光线方向。在main函数中,你可以在Raymarching的代码部分使用rayDirection来进行光线追踪。


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