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2022-09-19 18:05:01 +08:00
commit 57051fc44b
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precision mediump float;
uniform sampler2D sTexture;//纹理内容数据
//接收从顶点着色器过来的参数
varying vec4 ambient;
varying vec4 diffuse;
varying vec4 specular;
varying vec2 vTexPosition;
const float maxIterations = 99.0;//最大迭代次数
const float zoom =0.5;//缩放系数
const float xCenter = 0.0;//中心坐标位置
const float yCenter = 0.0;
const vec3 innerColor = vec3(0.0, 0.0, 1.0);//内部颜色
const vec3 outerColor1 = vec3(1.0, 0.0, 0.0);//外部颜色1
const vec3 outerColor2 = vec3(0.0, 1.0, 0.0);//外部颜色2
void main()
{
float real = vTexPosition.x * zoom + xCenter;//变换当前位置
float imag = vTexPosition.y * zoom + yCenter;
float cReal = 0.32;//c的实部
float cImag =0.043;//c的虚部
float r2 = 0.0;//半径的平方
float i;//迭代次数
for(i=0.0; i<maxIterations && r2<4.0; i++){//循环迭代
float tmpReal = real;//保存当前实部值
real = (tmpReal * tmpReal) - (imag * imag) +cReal;//计算下一次迭代后实部的值
imag = 2.0 *tmpReal * imag +cImag;//计算下一次迭代后虚部的值
r2 = (real * real) + (imag * imag);//计算半径的平方
}
vec3 color;
if(r2 < 4.0){//如果r2未达到4就退出了循环表明迭代次数已达到最大值
color = innerColor;//为内部颜色赋值
}else{//如果因r2大于4.0而退出循环,表明此位置在外部
color = mix(outerColor1, outerColor2, fract(i * 0.07));//按迭代次数为外部颜色赋不同的值
}
vec4 finalColor=vec4(color, 1.0);
gl_FragColor = finalColor*ambient+finalColor*specular+finalColor*diffuse;
}

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uniform mat4 uMVPMatrix; //总变换矩阵
uniform mat4 uMMatrix; //变换矩阵
uniform vec3 uLightLocation; //光源位置
uniform vec3 uCamera; //摄像机位置
attribute vec3 aPosition; //顶点位置
attribute vec3 aNormal; //顶点法向量
attribute vec2 aTexCoor; //顶点纹理坐标
//用于传递给片元着色器的变量
varying vec4 ambient;
varying vec4 diffuse;
varying vec4 specular;
varying vec2 vTexPosition;
//定位光光照计算的方法
void pointLight( //定位光光照计算的方法
in vec3 normal, //法向量
inout vec4 ambient, //环境光最终强度
inout vec4 diffuse, //散射光最终强度
inout vec4 specular, //镜面光最终强度
in vec3 lightLocation, //光源位置
in vec4 lightAmbient, //环境光强度
in vec4 lightDiffuse, //散射光强度
in vec4 lightSpecular //镜面光强度
){
ambient=lightAmbient; //直接得出环境光的最终强度
vec3 normalTarget=aPosition+normal; //计算变换后的法向量
vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
newNormal=normalize(newNormal); //对法向量规格化
//计算从表面点到摄像机的向量
vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
//计算从表面点到光源位置的向量vp
vec3 vp= normalize(lightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
vp=normalize(vp);//格式化vp
vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
float shininess=50.0; //粗糙度,越小越光滑
float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
specular=lightSpecular*powerFactor; //计算镜面光的最终强度
}
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
vec4 ambientTemp, diffuseTemp, specularTemp; //存放环境光、散射光、镜面反射光的临时变量
pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,vec4(0.15,0.15,0.15,1.0),vec4(0.9,0.9,0.9,1.0),vec4(0.4,0.4,0.4,1.0));
ambient=ambientTemp;
diffuse=diffuseTemp;
specular=specularTemp;
vTexPosition = (aTexCoor-0.5)*5.0;//将接收的纹理坐标传递给片元着色器
}