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49
第21章 火力篮球/BasketBall_Shot/assets/vertex_net.sh
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49
第21章 火力篮球/BasketBall_Shot/assets/vertex_net.sh
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uniform mat4 uMVPMatrix; //总变换矩阵
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attribute vec3 aPosition; //顶点位置
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uniform int uraodon;//扰动值
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attribute vec2 aTexCoor; //顶点纹理坐标
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varying vec2 vTextureCoord; //用于传递给片元着色器的变量
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void main()
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{
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vec4 rPosition=vec4(aPosition,1);
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float raodonR=0.0;
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if(uraodon==1)
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{
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if(rPosition.y<0.46)
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{
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raodonR=sqrt(rPosition.y)/4.0;
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rPosition.x=rPosition.x+raodonR;
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}
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else
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{
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raodonR=sqrt(1.12-rPosition.y)/4.0;
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rPosition.x=rPosition.x+raodonR;
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}
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}
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else if(uraodon==3)
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{
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if(rPosition.y<0.46)
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{
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raodonR=sqrt(rPosition.y)/4.0;
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rPosition.x=rPosition.x-raodonR;
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}
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else
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{
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raodonR=sqrt(1.12-rPosition.y)/4.0;
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rPosition.x=rPosition.x-raodonR;
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}
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}
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gl_Position =uMVPMatrix * rPosition; //根据总变换矩阵计算此次绘制此顶点位置
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vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
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}
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