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2022-09-19 18:05:01 +08:00
commit 57051fc44b
5401 changed files with 325410 additions and 0 deletions

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precision mediump float; //给出默认的浮点精度
varying vec2 vTextureCoord; //接收从顶点着色器过来的纹理坐标
varying float currY; //接收从顶点着色器过来的Y坐标
uniform sampler2D sTextureGrass; //纹理内容数据(草皮)
uniform sampler2D sTextureRock; //纹理内容数据(岩石)
uniform float landStartY; //过程纹理起始Y坐标
uniform float landYSpan; //过程纹理跨度
void main(){
vec4 gColor=texture2D(sTextureGrass, vTextureCoord); //从草皮纹理中采样出颜色
vec4 rColor=texture2D(sTextureRock, vTextureCoord); //从岩石纹理中采样出颜色
vec4 finalColor; //最终颜色
if(currY<landStartY){
finalColor=gColor; //当片元Y坐标小于过程纹理起始Y坐标时采用草皮纹理
}else if(currY>landStartY+landYSpan){
finalColor=rColor; //当片元Y坐标大于过程纹理起始Y坐标加跨度时采用岩石纹理
}else{
float currYRatio=(currY-landStartY)/landYSpan; //计算岩石纹理所占的百分比
finalColor= currYRatio*rColor+(1.0- currYRatio)*gColor;//将岩石、草皮纹理颜色按比例混合
}
gl_FragColor = finalColor; //给此片元最终颜色值
}

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uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition; //顶点位置
attribute vec2 aTexCoor; //顶点纹理坐标
varying vec2 vTextureCoord; //用于传递给片元着色器的纹理坐标
varying float currY; //用于传递给片元着色器的Y坐标
void main(){
gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点的位置
vTextureCoord = aTexCoor; //将接收的纹理坐标传递给片元着色器
currY=aPosition.y; //将顶点的Y坐标传递给片元着色器
}