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2022-09-19 18:05:01 +08:00
commit 57051fc44b
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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);
}

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precision mediump float;
uniform samplerCube sTexture;//纹理内容数据
varying vec3 eyeVary; //接收从顶点着色器过来的视线向量
varying vec3 newNormalVary; //接收从顶点着色器过来的变换后法向量
vec4 zfs( //计算折反射纹理采样颜色的方法
in float zsl//折射率
){
vec3 vTextureCoord; //用于进行立方图纹理采样的向量
vec4 finalColorZS; //若是折射的采样结果
vec4 finalColorFS; //若是反射的采样结果
vec4 finalColor; //最终颜色
const float maxH=0.7; //入射角余弦值若大于此值则仅计算折射
const float minH=0.2; //入射角余弦值若小于此值则仅计算反射
float sizeH=maxH-minH;//混合时余弦值的跨度
float testValue=abs(dot(eyeVary,newNormalVary)); //计算视线向量与法向量的余弦值
if(testValue>maxH) { //余弦值大于maxH仅折射
vTextureCoord=refract(-eyeVary,newNormalVary,zsl);
finalColor=textureCube(sTexture, vTextureCoord);
} else if(testValue<=maxH&&testValue>=minH) {//余弦值在minHmaxH范围内反射、折射融合
vTextureCoord=reflect(-eyeVary,newNormalVary);
finalColorFS=textureCube(sTexture, vTextureCoord); //反射的计算结果
vTextureCoord=refract(-eyeVary,newNormalVary,zsl);
finalColorZS=textureCube(sTexture, vTextureCoord); //折射的计算结果
float ratio=(testValue-minH)/sizeH; //融合比例
finalColor=finalColorZS*ratio+(1.0-ratio)*finalColorFS; //折反射结果线性融合
} else { //余弦值小于minH仅反射
vTextureCoord=reflect(-eyeVary,newNormalVary);
finalColor=textureCube(sTexture, vTextureCoord);
}
return finalColor; //返回最终结果
}
void main(){
vec4 finalColor=vec4(0.0,0.0,0.0,0.0);
//由于有色散RGB三个色彩通道单独计算折射
finalColor.r=zfs(0.97).r; //计算红色通道
finalColor.g=zfs(0.955).g; //计算绿色通道
finalColor.b=zfs(0.94).b; //计算蓝色通道
gl_FragColor=finalColor; //将最终的片元颜色传递给管线
}

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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
}

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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 eyeVary; //用于传递给片元着色器的视线向量
varying vec3 newNormalVary; //用于传递给片元着色器的变换后法向量
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);
newNormalVary=newNormal;//将变换后的法向量传递给片元着色器
//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);
eyeVary=eye;//将视线向量传递给片元着色器
}