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第10章 混合与雾/Sample10_4/assets/frag_light.sh
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16
第10章 混合与雾/Sample10_4/assets/frag_light.sh
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precision mediump float;
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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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varying float vFogFactor; //雾因子
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void main()
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{
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vec4 objectColor=vec4(0.95,0.95,0.95,1.0);//物体颜色
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vec4 fogColor = vec4(0.97,0.76,0.03,1.0);//雾的颜色
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if(vFogFactor != 0.0){//如果雾因子为0,不必计算光照
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objectColor = objectColor*ambient+objectColor*specular+objectColor*diffuse;//计算光照之后物体颜色
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gl_FragColor = objectColor*vFogFactor + fogColor*(1.0-vFogFactor);//物体颜色和雾颜色插值计算最终颜色
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}else{
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gl_FragColor=fogColor;
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}
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}
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