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27
第13章 顶点着色器的妙用/Sample13_3/assets/frag_landform.sh
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27
第13章 顶点着色器的妙用/Sample13_3/assets/frag_landform.sh
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precision mediump float;
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varying vec2 vTextureCoord; //接收纹理坐标参数
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varying float vertexHeight;//接受顶点的高度值
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uniform sampler2D sTextureSand;//纹理内容数据 ----沙滩
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uniform sampler2D sTextureGrass;//纹理内容数据-----草地
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void main()
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{
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float height1=15.0;
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float height2=25.0;
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vec4 finalSand=texture2D(sTextureSand, vTextureCoord);//沙滩
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vec4 finalGrass=texture2D(sTextureGrass, vTextureCoord); //草地
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if(vertexHeight<height1)//绘制沙滩
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{
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gl_FragColor = finalSand;
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}
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else if(vertexHeight<height2)//绘制草地和沙滩混合层
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{
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float ratio=(vertexHeight-height1)/(height2-height1);
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finalSand *=(1.0-ratio);
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finalGrass *=ratio;
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gl_FragColor =finalGrass+ finalSand;
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}
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else//绘制草地
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{
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gl_FragColor = finalGrass;
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}
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}
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