mix函数:
在两个值之间进行插值;
使用:
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
vec3 colorA = vec3(0.149,0.141,0.912);
vec3 colorB = vec3(1.0,0.83,0.224);
void main(){
vec2 st = gl_FragCoord.xy/u_resolution;
st -=0.5;
float pct = abs(sin(u_time));
// vec3 y = (1.0-pct) * colorA + pct * colorB;
// mix函数的实现方式
vec3 y = mix(colorA,colorB,pct);
gl_FragColor = vec4(y,1.0);
}
效果:



















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