初次提交
This commit is contained in:
2334
第14章 片元着色器的妙用/Sample14_8/assets/ch_t.obj
Normal file
2334
第14章 片元着色器的妙用/Sample14_8/assets/ch_t.obj
Normal file
File diff suppressed because it is too large
Load Diff
37
第14章 片元着色器的妙用/Sample14_8/assets/frag.sh
Normal file
37
第14章 片元着色器的妙用/Sample14_8/assets/frag.sh
Normal file
@@ -0,0 +1,37 @@
|
||||
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 = 0.02;//缩放系数
|
||||
const float xCenter = -0.0002;//中心坐标位置
|
||||
const float yCenter = 0.7383;
|
||||
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 = real;//c的实部
|
||||
float cImag = imag;//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;
|
||||
}
|
||||
54
第14章 片元着色器的妙用/Sample14_8/assets/vertex.sh
Normal file
54
第14章 片元着色器的妙用/Sample14_8/assets/vertex.sh
Normal file
@@ -0,0 +1,54 @@
|
||||
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
|
||||
}
|
||||
Reference in New Issue
Block a user