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33
第14章 片元着色器的妙用/Sample14_2/assets/frag.sh
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第14章 片元着色器的妙用/Sample14_2/assets/frag.sh
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precision mediump float;
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varying vec4 vAmbient;//接收从顶点着色器过来的环境光分量
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varying vec4 vDiffuse;//接收从顶点着色器过来的散射光分量
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varying vec4 vSpecular;//接收从顶点着色器过来的镜面反射光分量
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varying vec2 mcLongLat;//接收从顶点着色器过来的参数
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void main() {
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vec3 color;
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if(abs(mcLongLat.y)>75.0){
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color = vec3(1.0,1.0,1.0);//两边是白色
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}else{
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int colorNum = int(mcLongLat.x/45.0);//颜色号
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if(colorNum == 0){
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color = vec3(1.0,0.0,0.0);//0号颜色
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}else if(colorNum == 1){
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color = vec3(0.0,1.0,0.0);//1号颜色
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}else if(colorNum == 2){
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color = vec3(0.0,0.0,1.0);//2号颜色
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}else if(colorNum == 3){
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color = vec3(1.0,1.0,0.0);//3号颜色
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}else if(colorNum == 4){
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color = vec3(1.0,0.0,1.0);//4号颜色
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}else if(colorNum == 5){
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color = vec3(0.0,1.0,1.0);//5号颜色
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}else if(colorNum == 6){
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color = vec3(0.3,0.4,0.7);//6号颜色
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}else if(colorNum == 7){
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color = vec3(0.3,0.7,0.2);//7号颜色
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}
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}
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vec4 finalColor = vec4(color,1.0);//将计算出的颜色给此片元
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//给此片元颜色值
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gl_FragColor=finalColor*vAmbient + finalColor*vDiffuse + finalColor*vSpecular;
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}
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第14章 片元着色器的妙用/Sample14_2/assets/vertex.sh
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第14章 片元着色器的妙用/Sample14_2/assets/vertex.sh
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uniform mat4 uMVPMatrix; //总变换矩阵
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uniform mat4 uMMatrix; //变换矩阵
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uniform vec3 uLightLocation; //光源位置
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uniform vec3 uCamera; //摄像机位置
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attribute vec3 aPosition; //顶点位置
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attribute vec3 aNormal; //法向量
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attribute vec2 aLongLat; //顶点经纬度
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varying vec3 vPosition; //用于传递给片元着色器的顶点位置
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varying vec4 vAmbient; //用于传递给片元着色器的环境光最终强度
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varying vec4 vDiffuse; //用于传递给片元着色器的散射光最终强度
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varying vec4 vSpecular; //用于传递给片元着色器的镜面光最终强度
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varying vec2 mcLongLat;
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void pointLight( //定位光光照计算的方法
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in vec3 normal, //法向量
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inout vec4 ambient, //环境光最终强度
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inout vec4 diffuse, //散射光最终强度
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inout vec4 specular, //镜面光最终强度
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in vec3 lightLocation, //光源位置
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in vec4 lightAmbient, //环境光强度
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in vec4 lightDiffuse, //散射光强度
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in vec4 lightSpecular //镜面光强度
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){
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ambient=lightAmbient; //直接得出环境光的最终强度
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vec3 normalTarget=aPosition+normal; //计算变换后的法向量
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vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
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newNormal=normalize(newNormal); //对法向量规格化
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//计算从表面点到摄像机的向量
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vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
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//计算从表面点到光源位置的向量vp
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vec3 vp= normalize(lightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
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vp=normalize(vp);//格式化vp
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vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
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float shininess=50.0; //粗糙度,越小越光滑
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float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
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diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
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float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
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float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
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specular=lightSpecular*powerFactor; //计算镜面光的最终强度
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}
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void main()
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{
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//根据总变换矩阵计算此次绘制此顶点位置
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gl_Position = uMVPMatrix * vec4(aPosition,1);
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vec4 ambientTemp,diffuseTemp,specularTemp; //用来接收三个通道最终强度的变量
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pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,
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vec4(0.15,0.15,0.15,1.0),vec4(0.8,0.8,0.8,1.0),vec4(0.7,0.7,0.7,1.0));
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vAmbient=ambientTemp; //将环境光最终强度传给片元着色器
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vDiffuse=diffuseTemp; //将散射光最终强度传给片元着色器
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vSpecular=specularTemp; //将镜面光最终强度传给片元着色器
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//将顶点的经纬度传给片元着色器
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mcLongLat=aLongLat;
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}
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