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84
第20章 BN赛艇/BNST/assets/frag_mountion.sh
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84
第20章 BN赛艇/BNST/assets/frag_mountion.sh
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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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varying float currY;
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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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varying float rTemp;
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uniform float b_YZ_StartY;//陆地起始Y
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uniform float b_YZ_YSpan;//陆地Y偏移量
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uniform int sdflag;//是否为隧道山的标志位
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void main()
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{
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if(sdflag==0)//表示为隧道山
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{
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float min=0.4;
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float max=0.8;
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float currYRatio=(currY-b_YZ_StartY)/b_YZ_YSpan;
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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(currYRatio<min)
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{
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finalColor=gColor;
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}
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else if(currYRatio>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=(currYRatio-min)/(max-min);
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finalColor=rockBL*rColor+(1.0-rockBL)*gColor;
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}
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if(rTemp<330.0)//距离小于400的不绘制
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{
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finalColor.a=0.0;
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}
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else
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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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}
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gl_FragColor = finalColor;
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}
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else if(sdflag==1)//普通
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{
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float min=0.3;
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float max=0.7;
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float currYRatio=(currY-b_YZ_StartY)/b_YZ_YSpan;
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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(currYRatio<min)
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{
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finalColor=gColor;
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}
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else if(currYRatio>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=(currYRatio-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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}
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