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第15章 真实光学环境的模拟/Sample15_5/assets/vertex_tex_cube.sh
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18
第15章 真实光学环境的模拟/Sample15_5/assets/vertex_tex_cube.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 uCamera; //摄像机位置
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attribute vec3 aPosition; //顶点位置
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attribute vec3 aNormal; //顶点法向量
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varying vec3 eyeVary; //用于传递给片元着色器的视线向量
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varying vec3 newNormalVary; //用于传递给片元着色器的变换后法向量
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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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//计算变换后的法向量并规格化
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vec3 normalTarget=aPosition+aNormal;
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vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
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newNormal=normalize(newNormal);
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newNormalVary=newNormal;//将变换后的法向量传递给片元着色器
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//计算从观察点到摄像机的向量(视线向量)
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vec3 eye = normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
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eyeVary=eye;//将视线向量传递给片元着色器
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}
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