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第15章 真实光学环境的模拟/Sample15_8_V1/assets/frag_tex.sh
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9
第15章 真实光学环境的模拟/Sample15_8_V1/assets/frag_tex.sh
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//仅仅贴纹理的着色器
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precision mediump float;
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varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
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uniform sampler2D sTexture;//纹理内容数据
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void main()
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{
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//给此片元从纹理中采样出颜色值
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gl_FragColor=texture2D(sTexture, vTextureCoord);
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}
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