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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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