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shader里的uv是什么

shader里的uv是什么

前言

先看一段shadertoy大牛写的代码

vec3 getPixel(in vec2 coord, float time) {    
    vec2 uv = coord / iResolution.xy;
    uv = uv * 2.0 - 1.0;
    uv.x *= iResolution.x / iResolution.y;    
        
    // ray
    vec3 ang = vec3(sin(time*3.0)*0.1,sin(time)*0.2+0.3,time);    
    vec3 ori = vec3(0.0,3.5,time*5.0);
    vec3 dir = normalize(vec3(uv.xy,-2.0)); dir.z += length(uv) * 0.14;
    dir = normalize(dir) * fromEuler(ang);
    
    // tracing
    vec3 p;
    heightMapTracing(ori,dir,p);
    vec3 dist = p - ori;
    vec3 n = getNormal(p, dot(dist,dist) * EPSILON_NRM);
    vec3 light = normalize(vec3(0.0,1.0,0.8)); 
             
    // color
    return mix(
        getSkyColor(dir),
        getSeaColor(p,n,light,dir,dist),
        pow(smoothstep(0.0,-0.02,dir.y),0.2));
}      
vec2 uv = coord / iResolution.xy;      

详解