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This commit is contained in:
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;
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
uniform sampler2D sTexture;//纹理内容数据
void main()
{
//给此片元从纹理中采样出颜色值
gl_FragColor = texture2D(sTexture, vTextureCoord);
}

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precision mediump float;
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
uniform sampler2D sTexture;//纹理内容数据
varying float currY;
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;//陆地起始Y
uniform float landYSpan;//陆地Y偏移量
void main()
{
float min=0.25;
float max=0.7;
float currYRatio=(currY-landStartY)/landYSpan;
vec4 gColor=texture2D(sTextureGrass, vTextureCoord);
vec4 rColor=texture2D(sTextureRock, vTextureCoord);
vec4 finalColor;
if(currYRatio<min)
{
finalColor=gColor;
}
else if(currYRatio>max)
{
finalColor=rColor;
}
else
{
float rockBL=(currYRatio-min)/(max-min);
finalColor=rockBL*rColor+(1.0-rockBL)*gColor;
}
//给此片元从纹理中采样出颜色值
gl_FragColor = finalColor;
}

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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变量
void main()
{
gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}

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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变量
varying float currY;
void main()
{
gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
currY=aPosition.y;
}