初次提交

This commit is contained in:
2022-09-19 18:05:01 +08:00
commit 57051fc44b
5401 changed files with 325410 additions and 0 deletions

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,8 @@
precision mediump float;
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
uniform sampler2D sTexture;//纹理内容数据
void main()
{
//给此片元从纹理中采样出颜色值
gl_FragColor = texture2D(sTexture, vTextureCoord);
}

View File

@@ -0,0 +1,7 @@
precision mediump float;
uniform samplerCube sTexture;//纹理内容数据
varying vec3 vTextureCoord; //接收从顶点着色器过来的参数
void main() {
//将计算出的颜色给此片元
gl_FragColor=textureCube(sTexture, vTextureCoord);
}

View File

@@ -0,0 +1,9 @@
uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition; //顶点位置
attribute vec2 aTexCoor; //顶点纹理坐标
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
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
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}

View File

@@ -0,0 +1,16 @@
uniform mat4 uMVPMatrix; //总变换矩阵
uniform mat4 uMMatrix; //变换矩阵
uniform vec3 uCamera; //摄像机位置
attribute vec3 aPosition; //顶点位置
attribute vec3 aNormal; //顶点法向量
varying vec3 vTextureCoord; //用于传递给片元着色器的立方图采样向量
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
//计算变换后的法向量并规格化
vec3 normalTarget=aPosition+aNormal;
vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
newNormal=normalize(newNormal);
//计算从观察点到摄像机的向量(视线向量)
vec3 eye=- normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
vTextureCoord=reflect(-eye,newNormal); //计算视线向量的反射向量并传递给片元着色器
}