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18
第10章 混合与雾/Sample10_2/assets/frag_cloud.sh
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18
第10章 混合与雾/Sample10_2/assets/frag_cloud.sh
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//云层着色器
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precision mediump float;
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varying vec2 vTextureCoord;//接收从顶点着色器过来的参数
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varying vec4 ambient;
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varying vec4 diffuse;
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varying vec4 specular;
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uniform sampler2D sTexture;//纹理内容数据
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void main()
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{
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//给此片元从纹理中采样出颜色值
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vec4 finalColor = texture2D(sTexture, vTextureCoord);
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//根据颜色值计算透明度
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finalColor.a=(finalColor.r+finalColor.g+finalColor.b)/3.0;
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//计算光照因素
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finalColor=finalColor*ambient+finalColor*specular+finalColor*diffuse;
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//给此片元颜色值
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gl_FragColor = finalColor;
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}
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33
第10章 混合与雾/Sample10_2/assets/frag_earth.sh
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第10章 混合与雾/Sample10_2/assets/frag_earth.sh
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//地球着色器
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precision mediump float;
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varying vec2 vTextureCoord;//接收从顶点着色器过来的参数
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varying vec4 vAmbient;
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varying vec4 vDiffuse;
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varying vec4 vSpecular;
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uniform sampler2D sTextureDay;//纹理内容数据
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uniform sampler2D sTextureNight;//纹理内容数据
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void main()
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{
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//给此片元从纹理中采样出颜色值
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vec4 finalColorDay;
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vec4 finalColorNight;
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finalColorDay= texture2D(sTextureDay, vTextureCoord);
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finalColorDay = finalColorDay*vAmbient+finalColorDay*vSpecular+finalColorDay*vDiffuse;
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finalColorNight = texture2D(sTextureNight, vTextureCoord);
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finalColorNight = finalColorNight*vec4(0.5,0.5,0.5,1.0);
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if(vDiffuse.x>0.21)
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{
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gl_FragColor=finalColorDay;
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}
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else if(vDiffuse.x<0.05)
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{
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gl_FragColor=finalColorNight;
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}
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else
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{
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float t=(vDiffuse.x-0.05)/0.16;
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gl_FragColor=t*finalColorDay+(1.0-t)*finalColorNight;
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}
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}
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14
第10章 混合与雾/Sample10_2/assets/frag_moon.sh
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第10章 混合与雾/Sample10_2/assets/frag_moon.sh
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//月球着色器
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precision mediump float;
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varying vec2 vTextureCoord;//接收从顶点着色器过来的参数
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varying vec4 vAmbient;
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varying vec4 vDiffuse;
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varying vec4 vSpecular;
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uniform sampler2D sTexture;//纹理内容数据
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void main()
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{
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//给此片元从纹理中采样出颜色值
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vec4 finalColor = texture2D(sTexture, vTextureCoord);
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//给此片元颜色值
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gl_FragColor = finalColor*vAmbient+finalColor*vSpecular+finalColor*vDiffuse;
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}
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7
第10章 混合与雾/Sample10_2/assets/frag_xk.sh
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第10章 混合与雾/Sample10_2/assets/frag_xk.sh
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//星空着色器
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precision mediump float;
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void main()
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{
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//给此片元颜色值
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gl_FragColor = vec4(1.0,1.0,1.0,1.0);
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}
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57
第10章 混合与雾/Sample10_2/assets/vertex_cloud.sh
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57
第10章 混合与雾/Sample10_2/assets/vertex_cloud.sh
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//云层着色器
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uniform mat4 uMVPMatrix; //总变换矩阵
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uniform mat4 uMMatrix; //变换矩阵
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uniform vec3 uCamera; //摄像机位置
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uniform vec3 uLightLocationSun; //太阳光源位置
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attribute vec3 aPosition; //顶点位置
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attribute vec2 aTexCoor; //顶点纹理坐标
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attribute vec3 aNormal; //法向量
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varying vec2 vTextureCoord; //用于传递给片元着色器的变量
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varying vec4 ambient;
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varying vec4 diffuse;
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varying vec4 specular;
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//定位光光照计算的方法
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void pointLight( //定位光光照计算的方法
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in vec3 normal, //法向量
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inout vec4 ambient, //环境光最终强度
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inout vec4 diffuse, //散射光最终强度
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inout vec4 specular, //镜面光最终强度
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in vec3 lightLocation, //光源位置
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in vec4 lightAmbient, //环境光强度
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in vec4 lightDiffuse, //散射光强度
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in vec4 lightSpecular //镜面光强度
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){
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ambient=lightAmbient; //直接得出环境光的最终强度
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vec3 normalTarget=aPosition+normal; //计算变换后的法向量
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vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
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newNormal=normalize(newNormal); //对法向量规格化
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//计算从表面点到摄像机的向量
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vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
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//计算从表面点到光源位置的向量vp
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vec3 vp= normalize(lightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
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vp=normalize(vp);//格式化vp
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vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
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float shininess=50.0; //粗糙度,越小越光滑
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float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
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diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
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float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
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float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
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specular=lightSpecular*powerFactor; //计算镜面光的最终强度
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}
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void main()
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{
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gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
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vec4 ambientTemp, diffuseTemp, specularTemp; //存放环境光、散射光、镜面反射光的临时变量
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pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocationSun,vec4(0.05,0.05,0.05,1.0),vec4(1.0,1.0,1.0,1.0),vec4(0.3,0.3,0.3,1.0));
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ambient=ambientTemp;
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diffuse=diffuseTemp;
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specular=specularTemp;
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//将顶点的纹理坐标传给片元着色器
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vTextureCoord=aTexCoor;
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}
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57
第10章 混合与雾/Sample10_2/assets/vertex_earth.sh
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57
第10章 混合与雾/Sample10_2/assets/vertex_earth.sh
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//地球着色器
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uniform mat4 uMVPMatrix; //总变换矩阵
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uniform mat4 uMMatrix; //变换矩阵
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uniform vec3 uCamera; //摄像机位置
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uniform vec3 uLightLocationSun; //太阳光源位置
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attribute vec3 aPosition; //顶点位置
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attribute vec2 aTexCoor; //顶点纹理坐标
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attribute vec3 aNormal; //法向量
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varying vec2 vTextureCoord; //用于传递给片元着色器的变量
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varying vec4 vAmbient;
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varying vec4 vDiffuse;
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varying vec4 vSpecular;
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//定位光光照计算的方法
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void pointLight( //定位光光照计算的方法
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in vec3 normal, //法向量
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inout vec4 ambient, //环境光最终强度
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inout vec4 diffuse, //散射光最终强度
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inout vec4 specular, //镜面光最终强度
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in vec3 lightLocation, //光源位置
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in vec4 lightAmbient, //环境光强度
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in vec4 lightDiffuse, //散射光强度
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in vec4 lightSpecular //镜面光强度
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){
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ambient=lightAmbient; //直接得出环境光的最终强度
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vec3 normalTarget=aPosition+normal; //计算变换后的法向量
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vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
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newNormal=normalize(newNormal); //对法向量规格化
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//计算从表面点到摄像机的向量
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vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
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//计算从表面点到光源位置的向量vp
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vec3 vp= normalize(lightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
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vp=normalize(vp);//格式化vp
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vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
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float shininess=50.0; //粗糙度,越小越光滑
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float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
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diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
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float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
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float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
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specular=lightSpecular*powerFactor; //计算镜面光的最终强度
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}
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void main()
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{
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gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
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vec4 ambientTemp, diffuseTemp, specularTemp; //存放环境光、散射光、镜面反射光的临时变量
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pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocationSun,vec4(0.05,0.05,0.05,1.0),vec4(1.0,1.0,1.0,1.0),vec4(0.3,0.3,0.3,1.0));
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vAmbient=ambientTemp;
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vDiffuse=diffuseTemp;
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vSpecular=specularTemp;
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//将顶点的纹理坐标传给片元着色器
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vTextureCoord=aTexCoor;
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}
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57
第10章 混合与雾/Sample10_2/assets/vertex_moon.sh
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57
第10章 混合与雾/Sample10_2/assets/vertex_moon.sh
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//月球着色器
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uniform mat4 uMVPMatrix; //总变换矩阵
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uniform mat4 uMMatrix; //变换矩阵
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uniform vec3 uCamera; //摄像机位置
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uniform vec3 uLightLocationSun; //太阳光源位置
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attribute vec3 aPosition; //顶点位置
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attribute vec2 aTexCoor; //顶点纹理坐标
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attribute vec3 aNormal; //法向量
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varying vec2 vTextureCoord; //用于传递给片元着色器的变量
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varying vec4 vAmbient;
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varying vec4 vDiffuse;
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varying vec4 vSpecular;
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//定位光光照计算的方法
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void pointLight( //定位光光照计算的方法
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in vec3 normal, //法向量
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inout vec4 ambient, //环境光最终强度
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inout vec4 diffuse, //散射光最终强度
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inout vec4 specular, //镜面光最终强度
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in vec3 lightLocation, //光源位置
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in vec4 lightAmbient, //环境光强度
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in vec4 lightDiffuse, //散射光强度
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in vec4 lightSpecular //镜面光强度
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){
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ambient=lightAmbient; //直接得出环境光的最终强度
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vec3 normalTarget=aPosition+normal; //计算变换后的法向量
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vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
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newNormal=normalize(newNormal); //对法向量规格化
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//计算从表面点到摄像机的向量
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vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
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//计算从表面点到光源位置的向量vp
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vec3 vp= normalize(lightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
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vp=normalize(vp);//格式化vp
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vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
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float shininess=50.0; //粗糙度,越小越光滑
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float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
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diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
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float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
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float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
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specular=lightSpecular*powerFactor; //计算镜面光的最终强度
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}
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void main()
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{
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gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
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vec4 ambientTemp, diffuseTemp, specularTemp; //存放环境光、散射光、镜面反射光的临时变量
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pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocationSun,vec4(0.05,0.05,0.025,1.0),vec4(1.0,1.0,0.5,1.0),vec4(0.3,0.3,0.15,1.0));
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vAmbient=ambientTemp;
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vDiffuse=diffuseTemp;
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vSpecular=specularTemp;
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//将顶点的纹理坐标传给片元着色器
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vTextureCoord=aTexCoor;
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}
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12
第10章 混合与雾/Sample10_2/assets/vertex_xk.sh
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12
第10章 混合与雾/Sample10_2/assets/vertex_xk.sh
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//星空着色器
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uniform mat4 uMVPMatrix; //总变换矩阵
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uniform float uPointSize;//点尺寸
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attribute vec3 aPosition; //顶点位置
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void main()
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{
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//根据总变换矩阵计算此次绘制此顶点位置
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gl_Position = uMVPMatrix * vec4(aPosition,1);
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//
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gl_PointSize=uPointSize;
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}
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