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37
第20章 BN赛艇/BNST/assets/frag_b_yz.sh
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37
第20章 BN赛艇/BNST/assets/frag_b_yz.sh
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//具有纹理功能的片元着色器
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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 sTextureGrass;//纹理内容数据(草皮)
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uniform sampler2D sTextureRock;//纹理内容数据(岩石)
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uniform float b_YZ_StartX;//陆地起始X
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uniform float b_YZ_XSpan;//陆地X偏移量
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varying float currX;//当前片元的陆地X
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void main()
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{
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float min=0.2;
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float max=0.6;
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float currXRatio=(currX-b_YZ_StartX)/b_YZ_XSpan;
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vec4 gColor=texture2D(sTextureGrass, vTextureCoord);
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vec4 rColor=texture2D(sTextureRock, vTextureCoord);
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vec4 finalColor;
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if(currXRatio<min)
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{
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finalColor=gColor;
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}
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else if(currXRatio>max)
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{
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finalColor=rColor;
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}
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else
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{
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float rockBL=(currXRatio-min)/(max-min);
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finalColor=rockBL*rColor+(1.0-rockBL)*gColor;
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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 = finalColor;
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}
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