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第15章 真实光学环境的模拟/Sample15_9/assets/vertex_test_light_shadow.sh
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32
第15章 真实光学环境的模拟/Sample15_9/assets/vertex_test_light_shadow.sh
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uniform mat4 uMVPMatrix; //总变换矩阵
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uniform int isShadow;//阴影绘制标志
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uniform vec3 uLightLocation; //光源位置
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uniform mat4 uMMatrix; //变换矩阵
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uniform mat4 uMProjCameraMatrix; //投影、摄像机组合矩阵
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attribute vec3 aPosition; //顶点位置
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attribute vec3 aNormal; //法向量
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varying vec3 vPosition;//用于传递给片元着色器的顶点位置
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varying vec3 vNormal;//用于传递给片元着色器的顶点法向量
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void main()
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{
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if(isShadow==1)
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{//绘制本影,计算阴影顶点位置
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vec3 A=vec3(0.0,0.0,0.0);//投影平面上任一点坐标
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vec3 n=vec3(0.0,1.0,0.0);//投影平面法向量
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vec3 S=uLightLocation; //光源位置
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vec3 V=(uMMatrix*vec4(aPosition,1)).xyz; //经过平移和旋转变换后的点的坐标
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vec3 VL=S+(V-S)*(dot(n,(A-S))/dot(n,(V-S)));//求得的投影点坐标
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gl_Position = uMProjCameraMatrix*vec4(VL,1); //根据总变换矩阵计算此次绘制此顶点位置
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}
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else
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{
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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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}
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//将顶点的位置传给片元着色器
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vPosition = aPosition;
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//将顶点的法向量传给片元着色器
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vNormal = aNormal;
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}
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