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第14章 片元着色器的妙用/Sample14_9/assets/frag_tex.sh
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第14章 片元着色器的妙用/Sample14_9/assets/frag_tex.sh
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precision mediump float;
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varying vec2 vTexPosition; //转换后纹理坐标
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const float maxIterations = 999.0;//最大迭代次数
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const float zoom = 0.6;//缩放系数
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const float xCenter = 0.0;//中心坐标位置
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const float yCenter = 0.0;
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const vec3 innerColor = vec3(0.0, 0.0, 1.0);//内部颜色
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const vec3 outerColor1 = vec3(1.0, 0.0, 0.0);//外部颜色1
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const vec3 outerColor2 = vec3(0.0, 1.0, 0.0);//外部颜色2
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void main() {
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float real = vTexPosition.x * zoom + xCenter;//变换当前位置
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float imag = vTexPosition.y * zoom + yCenter;
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float cReal = 0.32;//c的实部
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float cImag =0.043;//c的虚部
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float r2 = 0.0;//半径的平方
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float i;//迭代次数
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for(i=0.0; i<maxIterations && r2<4.0; i++){//循环迭代
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float tmpReal = real;//保存当前实部值
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real = (tmpReal * tmpReal) - (imag * imag) +cReal;//计算下一次迭代后实部的值
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imag = 2.0 *tmpReal * imag +cImag;//计算下一次迭代后虚部的值
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r2 = (real * real) + (imag * imag);//计算半径的平方
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}
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vec3 color;
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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
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color = innerColor;//为内部颜色赋值
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}else{//如果因r2大于4.0而退出循环,表明此位置在外部
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color = mix(outerColor1, outerColor2, fract(i * 0.07));//按迭代次数为外部颜色赋不同的值
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}
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gl_FragColor = vec4(color, 1.0);//为最终颜色赋值
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}
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第14章 片元着色器的妙用/Sample14_9/assets/vertex_tex.sh
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第14章 片元着色器的妙用/Sample14_9/assets/vertex_tex.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 vec2 aTexCoor; //顶点纹理坐标
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varying vec2 vTexPosition; //转换后纹理坐标
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void main() {
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gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
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vTexPosition = (aTexCoor-0.5)*5.0;//将接收的纹理坐标传递给片元着色器
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}
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