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第13章 顶点着色器的妙用/Sample13_4/assets/frag.sh
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第13章 顶点着色器的妙用/Sample13_4/assets/frag.sh
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precision mediump float;
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uniform sampler2D sTexture;//纹理内容数据
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//接收从顶点着色器过来的参数
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varying vec2 vTextureCoord;
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void main()
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{
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//给此片元颜色值
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gl_FragColor = texture2D(sTexture, vTextureCoord);
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}
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第13章 顶点着色器的妙用/Sample13_4/assets/laoying01.obj
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第13章 顶点着色器的妙用/Sample13_4/assets/laoying01.obj
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第13章 顶点着色器的妙用/Sample13_4/assets/laoying02.obj
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第13章 顶点着色器的妙用/Sample13_4/assets/laoying02.obj
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第13章 顶点着色器的妙用/Sample13_4/assets/laoying03.obj
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第13章 顶点着色器的妙用/Sample13_4/assets/laoying03.obj
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第13章 顶点着色器的妙用/Sample13_4/assets/vertex.sh
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第13章 顶点着色器的妙用/Sample13_4/assets/vertex.sh
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uniform mat4 uMVPMatrix; //总变换矩阵
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attribute vec3 aPosition; //顶点位置
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attribute vec3 bPosition; //顶点位置
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attribute vec3 cPosition; //顶点位置
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attribute vec2 aTexCoor; //顶点纹理坐标
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uniform float uBfb;//变化百分比
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varying vec2 vTextureCoord;
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void main()
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{
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vec3 tv;
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if(uBfb<=1.0)
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{
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tv=mix(aPosition,bPosition,uBfb);
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}
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else
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{
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tv=mix(bPosition,cPosition,uBfb-1.0);
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}
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gl_Position = uMVPMatrix * vec4(tv,1);
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vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
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}
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