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2022-09-19 18:05:01 +08:00
commit 57051fc44b
5401 changed files with 325410 additions and 0 deletions

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precision mediump float;
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
uniform sampler2D sTexture;//纹理内容数据
void main()
{
//给此片元从纹理中采样出颜色值
vec4 cTemp=texture2D(sTexture, vTextureCoord);
gl_FragColor = cTemp;
}

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precision mediump float;
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
uniform sampler2D sTexture;//纹理内容数据
void main()
{
//给此片元从纹理中采样出颜色值
vec4 cTemp=texture2D(sTexture, vTextureCoord);
if(cTemp.r==0.0&&cTemp.g==0.0&&cTemp.b==0.0||cTemp.a==0.0)
{
gl_FragColor=vec4(0.3,0.3,0.3,0.0);
}
else
{
gl_FragColor = cTemp;
}
}

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precision mediump float;
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
uniform sampler2D sTexture;//纹理内容数据
void main()
{
//给此片元从纹理中采样出颜色值
vec4 cTemp=texture2D(sTexture, vTextureCoord);
if(cTemp.r==0.0&&cTemp.g==0.0&&cTemp.b==0.0||cTemp.a==0.0)
{
gl_FragColor=vec4(0.3,0.3,0.3,0.0);
}
else
{
gl_FragColor = cTemp;
}
}

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precision mediump float;
uniform int uisShadowFrag;//是否绘制阴影
uniform int uisLanbanFrag;//是否绘制球在篮板上的阴影
uniform sampler2D usTextureBall;//桌球纹理内容数据
varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
varying vec4 vambient;
varying vec4 vdiffuse;
varying vec4 vspecular;
varying vec4 vfragLosition;
void main()
{
//将计算出的颜色给此片元
vec4 finalColor;
if(uisShadowFrag==1)
{//绘制阴影,纹理从桌面纹理采样
finalColor=vec4(0.3,0.3,0.3,0.2);
if(uisLanbanFrag==1)
{
if(vfragLosition.x<-9.6||vfragLosition.x>9.6||vfragLosition.y<4.24||vfragLosition.y>10.5)
{
finalColor=vec4(0.3,0.3,0.3,0.0);
}
}
gl_FragColor = finalColor;//给此片元颜色值
}
else
{//绘制球本身,纹理从球纹理采样
finalColor=texture2D(usTextureBall, vTextureCoord);
gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
}
}

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precision mediump float;
//接收从顶点着色器过来的参数
varying vec4 vambient;
varying vec4 vdiffuse;
varying vec4 vspecular;
void main()
{
//将计算出的颜色给此片元
vec4 finalColor=vec4(0.9,0.01,0.01,1.0);
gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
}

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uniform mat4 uMVPMatrix; //总变换矩阵
uniform mat4 uMMatrix; //变换矩阵
uniform vec3 uLightLocation; //光源位置
uniform vec3 uCamera; //摄像机位置
attribute vec3 aPosition; //顶点位置
attribute vec3 aNormal; //顶点法向量
//用于传递给片元着色器的变量
varying vec4 vambient;
varying vec4 vdiffuse;
varying vec4 vspecular;
void pointLight( //定位光光照计算的方法
in vec3 normal, //法向量
inout vec4 vambient, //环境光最终强度
inout vec4 vdiffuse, //散射光最终强度
inout vec4 vspecular, //镜面光最终强度
in vec3 ulightLocation, //光源位置
in vec4 lightAmbient, //环境光强度
in vec4 lightDiffuse, //散射光强度
in vec4 lightSpecular //镜面光强度
){
vambient=lightAmbient; //直接得出环境光的最终强度
vec3 normalTarget=aPosition+normal; //计算变换后的法向量
vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
newNormal=normalize(newNormal); //对法向量规格化
//计算从表面点到摄像机的向量
vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
//计算从表面点到光源位置的向量vp
vec3 vp= normalize(ulightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
vp=normalize(vp);//格式化vp
vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
float shininess=50.0; //粗糙度,越小越光滑
float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
vdiffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
vspecular=lightSpecular*powerFactor; //计算镜面光的最终强度
}
void main()
{
gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
vec4 ambientTemp=vec4(0.0,0.0,0.0,0.0);
vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0);
vec4 specularTemp=vec4(0.0,0.0,0.0,0.0);
pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,vec4(0.1,0.1,0.1,1.0),vec4(0.7,0.7,0.7,1.0),vec4(0.3,0.3,0.3,1.0));
vambient=ambientTemp;
vdiffuse=diffuseTemp;
vspecular=specularTemp;
}

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uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition; //顶点位置
attribute vec2 aTexCoor; //顶点纹理坐标
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
void main()
{
gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}

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uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition; //顶点位置
uniform int uraodon;//扰动值
attribute vec2 aTexCoor; //顶点纹理坐标
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
void main()
{
vec4 rPosition=vec4(aPosition,1);
float raodonR=0.0;
if(uraodon==1)
{
if(rPosition.y<0.46)
{
raodonR=sqrt(rPosition.y)/4.0;
rPosition.x=rPosition.x+raodonR;
}
else
{
raodonR=sqrt(1.12-rPosition.y)/4.0;
rPosition.x=rPosition.x+raodonR;
}
}
else if(uraodon==3)
{
if(rPosition.y<0.46)
{
raodonR=sqrt(rPosition.y)/4.0;
rPosition.x=rPosition.x-raodonR;
}
else
{
raodonR=sqrt(1.12-rPosition.y)/4.0;
rPosition.x=rPosition.x-raodonR;
}
}
gl_Position =uMVPMatrix * rPosition; //根据总变换矩阵计算此次绘制此顶点位置
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}

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uniform int uisShadow;//是否绘制阴影
uniform mat4 uMVPMatrix; //总变换矩阵
uniform mat4 uMMatrix; //变换矩阵
uniform mat4 uMCameraMatrix; //摄像机矩阵
uniform mat4 uMProjMatrix; //投影矩阵
uniform vec3 uLightLocation; //光源位置
uniform vec3 uCamera; //摄像机位置
uniform vec3 uplaneN;//需要影子平面的法向量
uniform vec3 uplaneA;//需要影子平面的一个点
attribute vec3 aPosition; //顶点位置
attribute vec3 aNormal; //顶点法向量
attribute vec2 aTexCoor; //顶点纹理坐标
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
varying vec4 vambient;
varying vec4 vdiffuse;
varying vec4 vspecular;
varying vec4 vfragLosition;
//定位光光照计算的方法
void pointLight( //定位光光照计算的方法
in vec3 normal, //法向量
inout vec4 vambient, //环境光最终强度
inout vec4 vdiffuse, //散射光最终强度
inout vec4 vspecular, //镜面光最终强度
in vec3 ulightLocation, //光源位置
in vec4 lightAmbient, //环境光强度
in vec4 lightDiffuse, //散射光强度
in vec4 lightSpecular //镜面光强度
){
vambient=lightAmbient; //直接得出环境光的最终强度
vec3 normalTarget=aPosition+normal; //计算变换后的法向量
vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
newNormal=normalize(newNormal); //对法向量规格化
//计算从表面点到摄像机的向量
vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
//计算从表面点到光源位置的向量vp
vec3 vp= normalize(ulightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
vp=normalize(vp);//格式化vp
vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
float shininess=50.0; //粗糙度,越小越光滑
float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
vdiffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
vspecular=lightSpecular*powerFactor; //计算镜面光的最终强度
}
void main()
{
if(uisShadow==1)
{//若为阴影绘制则根据公式进行投影计算
vec3 A=uplaneA;//vec3(0.0,0.05,0.0);
vec3 n=uplaneN;//vec3(0.0,1.0,0.0);
vec3 S=uLightLocation;
vec3 V=(uMMatrix*vec4(aPosition,1)).xyz;
vec3 VL=S+(V-S)*(dot(n,(A-S))/dot(n,(V-S)));
vfragLosition= uMProjMatrix*uMCameraMatrix*vec4(VL,1); //根据总变换矩阵计算此次绘制此顶点位置
gl_Position=vfragLosition;
vec4 ambientTemp=vec4(0.0,0.0,0.0,0.0);
vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0);
vec4 specularTemp=vec4(0.0,0.0,0.0,0.0);
pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,vec4(0.3,0.3,0.3,0.3),vec4(0.7,0.7,0.7,0.3),vec4(0.3,0.3,0.3,0.3));
vambient=ambientTemp;
vdiffuse=diffuseTemp;
vspecular=specularTemp;
}
else
{
vfragLosition= uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
gl_Position =vfragLosition;
vec4 ambientTemp=vec4(0.0,0.0,0.0,0.0);
vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0);
vec4 specularTemp=vec4(0.0,0.0,0.0,0.0);
pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,vec4(0.3,0.3,0.3,1.0),vec4(0.7,0.7,0.7,1.0),vec4(0.3,0.3,0.3,1.0));
vambient=ambientTemp;
vdiffuse=diffuseTemp;
vspecular=specularTemp;
}
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
}