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32
第21章 火力篮球/BasketBall_Shot/assets/frag_yingzi.sh
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32
第21章 火力篮球/BasketBall_Shot/assets/frag_yingzi.sh
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precision mediump float;
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uniform int uisShadowFrag;//是否绘制阴影
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uniform int uisLanbanFrag;//是否绘制球在篮板上的阴影
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uniform sampler2D usTextureBall;//桌球纹理内容数据
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varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
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varying vec4 vambient;
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varying vec4 vdiffuse;
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varying vec4 vspecular;
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varying vec4 vfragLosition;
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void main()
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{
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//将计算出的颜色给此片元
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vec4 finalColor;
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if(uisShadowFrag==1)
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{//绘制阴影,纹理从桌面纹理采样
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finalColor=vec4(0.3,0.3,0.3,0.2);
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if(uisLanbanFrag==1)
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{
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if(vfragLosition.x<-9.6||vfragLosition.x>9.6||vfragLosition.y<4.24||vfragLosition.y>10.5)
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{
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finalColor=vec4(0.3,0.3,0.3,0.0);
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}
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}
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gl_FragColor = finalColor;//给此片元颜色值
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}
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else
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{//绘制球本身,纹理从球纹理采样
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finalColor=texture2D(usTextureBall, vTextureCoord);
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gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
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}
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}
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