初次提交
This commit is contained in:
1200
第22章 夜鹰行动/AircraftAttack/assets/feiji11.obj
Normal file
1200
第22章 夜鹰行动/AircraftAttack/assets/feiji11.obj
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File diff suppressed because it is too large
Load Diff
2730
第22章 夜鹰行动/AircraftAttack/assets/feiji22.obj
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2730
第22章 夜鹰行动/AircraftAttack/assets/feiji22.obj
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File diff suppressed because it is too large
Load Diff
1352
第22章 夜鹰行动/AircraftAttack/assets/feiji33.obj
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1352
第22章 夜鹰行动/AircraftAttack/assets/feiji33.obj
Normal file
File diff suppressed because it is too large
Load Diff
18
第22章 夜鹰行动/AircraftAttack/assets/frag_button.sh
Normal file
18
第22章 夜鹰行动/AircraftAttack/assets/frag_button.sh
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@@ -0,0 +1,18 @@
|
||||
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
|
||||
uniform int uisButtonDown;//按钮是否按下,如果按下,改变其不透明度
|
||||
void main()
|
||||
{
|
||||
//给此片元从纹理中采样出颜色值
|
||||
vec4 finalColor = texture2D(sTexture, vTextureCoord);
|
||||
if(uisButtonDown==1)//当前按钮按下
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||||
{
|
||||
gl_FragColor=finalColor*0.5;
|
||||
}
|
||||
else
|
||||
{
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||||
gl_FragColor=finalColor;
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||||
}
|
||||
|
||||
}
|
||||
13
第22章 夜鹰行动/AircraftAttack/assets/frag_color.sh
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13
第22章 夜鹰行动/AircraftAttack/assets/frag_color.sh
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@@ -0,0 +1,13 @@
|
||||
precision mediump float;
|
||||
//接收从顶点着色器过来的参数
|
||||
uniform float colorR;//颜色值的R分量
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||||
uniform float colorG;//颜色值的G分量
|
||||
uniform float colorB;//颜色值的B分量
|
||||
uniform float colorA;
|
||||
void main()
|
||||
{
|
||||
//将计算出的颜色给此片元
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||||
vec4 finalColor;
|
||||
finalColor=vec4(colorR,colorG,colorB,colorA);
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||||
gl_FragColor = finalColor;//给此片元颜色值
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||||
}
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||||
85
第22章 夜鹰行动/AircraftAttack/assets/frag_tex_landform.sh
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85
第22章 夜鹰行动/AircraftAttack/assets/frag_tex_landform.sh
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@@ -0,0 +1,85 @@
|
||||
precision mediump float;
|
||||
varying vec2 vTextureCoord; //接收纹理坐标参数
|
||||
varying float vertexHeight;//接受顶点的高度值
|
||||
uniform sampler2D usTextureTuCeng;//纹理内容数据 ----土层
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||||
uniform sampler2D usTextureCaoDi;//纹理内容数据-----草地
|
||||
uniform sampler2D usTextureShiTou;//纹理内容数据-----石头
|
||||
uniform sampler2D usTextureShanDing;//纹理内容数据-----山顶
|
||||
uniform float uheight;//最低点高度
|
||||
uniform float uheight_span;
|
||||
uniform int uland_flag;//山的标志1为地面上的高山
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||||
void main()
|
||||
{
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||||
//第一块地图的高度
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||||
float height1=30.0;//第一个的渐变高度
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||||
float height2=30.0;
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||||
float height3=10.0;
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||||
|
||||
float land1=250.0;//陆地山的过度
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||||
float land2=400.0;
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||||
|
||||
vec4 finalColor0=vec4(0.3,0.3,0.3,0.5);//黑色条
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||||
vec4 finalColor1=texture2D(usTextureTuCeng, vTextureCoord);//土层
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||||
vec4 finalColor2=texture2D(usTextureCaoDi, vTextureCoord); //草地
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||||
vec4 finalColor3=texture2D(usTextureShiTou, vTextureCoord);//石头
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||||
vec4 finalColor4=texture2D(usTextureShanDing, vTextureCoord);//山顶纹理
|
||||
if(uland_flag==0)
|
||||
{
|
||||
if(abs(vertexHeight)<uheight)
|
||||
{
|
||||
float ratio=abs(vertexHeight)/uheight;
|
||||
finalColor3 *=(1.0-ratio);
|
||||
finalColor0 *=ratio;
|
||||
gl_FragColor =finalColor3+ finalColor0;
|
||||
}
|
||||
else if(abs(vertexHeight)>=uheight&&abs(vertexHeight)<=uheight+height1)//第一个渐变高度
|
||||
{
|
||||
float ratio=(abs(vertexHeight)-uheight)/height1;
|
||||
finalColor0 *=(1.0-ratio);
|
||||
finalColor1 *=ratio;
|
||||
gl_FragColor =finalColor1 + finalColor0;
|
||||
}
|
||||
else if(abs(vertexHeight)>uheight+height1&&abs(vertexHeight)<=uheight_span-height2)
|
||||
{
|
||||
gl_FragColor =finalColor1;
|
||||
}
|
||||
else if(abs(vertexHeight)>=uheight_span-height2&&abs(vertexHeight)<=uheight_span)
|
||||
{
|
||||
float ratio=(abs(vertexHeight)-uheight_span+height2)/height2;
|
||||
finalColor1 *=(1.0-ratio);
|
||||
finalColor0 *=ratio;
|
||||
gl_FragColor =finalColor1 + finalColor0;
|
||||
}
|
||||
else if(abs(vertexHeight)>=uheight_span&&abs(vertexHeight)<=uheight_span+height3)
|
||||
{
|
||||
float ratio=(abs(vertexHeight)-uheight_span)/height3;
|
||||
finalColor0 *=(1.0-ratio);
|
||||
finalColor2 *=ratio;
|
||||
finalColor0.a=0.2;
|
||||
gl_FragColor =finalColor2 + finalColor0;
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_FragColor = finalColor2;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
if(abs(vertexHeight)<land1)
|
||||
{
|
||||
gl_FragColor = finalColor2;
|
||||
}
|
||||
else if(abs(vertexHeight)>=land1&&abs(vertexHeight)<=land2)
|
||||
{
|
||||
float ratio=(abs(vertexHeight)-land1)/(land2-land1);
|
||||
finalColor2 *=(1.0-ratio);
|
||||
finalColor4 *=ratio;
|
||||
gl_FragColor =finalColor2 + finalColor4;
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_FragColor = finalColor4;
|
||||
}
|
||||
}
|
||||
}
|
||||
8
第22章 夜鹰行动/AircraftAttack/assets/frag_tex_only.sh
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8
第22章 夜鹰行动/AircraftAttack/assets/frag_tex_only.sh
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@@ -0,0 +1,8 @@
|
||||
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
|
||||
gl_FragColor = texture2D(sTexture, vTextureCoord);
|
||||
}
|
||||
14
第22章 夜鹰行动/AircraftAttack/assets/frag_tex_water.sh
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14
第22章 夜鹰行动/AircraftAttack/assets/frag_tex_water.sh
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@@ -0,0 +1,14 @@
|
||||
//具有纹理功能的片元着色器
|
||||
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
|
||||
uniform float stK;
|
||||
void main()
|
||||
{
|
||||
//纹理坐标ST的偏移量
|
||||
vec2 st_Result=vec2(0,0);
|
||||
st_Result.x=vTextureCoord.x+stK;
|
||||
st_Result.y=vTextureCoord.y;
|
||||
//给此片元从纹理中采样出颜色值
|
||||
gl_FragColor = texture2D(sTexture, st_Result);
|
||||
}
|
||||
5
第22章 夜鹰行动/AircraftAttack/assets/frag_xk.sh
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5
第22章 夜鹰行动/AircraftAttack/assets/frag_xk.sh
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@@ -0,0 +1,5 @@
|
||||
//星空着色器
|
||||
precision mediump float;
|
||||
void main(){
|
||||
gl_FragColor = vec4(1.0,1.0,1.0,1.0); //给此片元颜色值
|
||||
}
|
||||
18
第22章 夜鹰行动/AircraftAttack/assets/frag_xue.sh
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18
第22章 夜鹰行动/AircraftAttack/assets/frag_xue.sh
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@@ -0,0 +1,18 @@
|
||||
precision mediump float;
|
||||
varying vec2 vTextureCoord; //接收纹理坐标参数
|
||||
varying float vertexHeight;//接受顶点的高度值
|
||||
varying float vertexwhidth;//接受血的最左边位置
|
||||
uniform sampler2D sTexture;//纹理内容数据
|
||||
uniform float ublood;
|
||||
void main()
|
||||
{
|
||||
vec4 finalColor=texture2D(sTexture, vTextureCoord);
|
||||
if(vertexwhidth<ublood&&vertexwhidth>-97.0&&vertexwhidth<97.0&&vertexHeight>-6.5&&vertexHeight<6.5)
|
||||
{
|
||||
gl_FragColor = vec4(0.5,0.17,0.04,1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
gl_FragColor=finalColor;
|
||||
}
|
||||
}
|
||||
133
第22章 夜鹰行动/AircraftAttack/assets/tank_berral1.obj
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133
第22章 夜鹰行动/AircraftAttack/assets/tank_berral1.obj
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@@ -0,0 +1,133 @@
|
||||
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
|
||||
# ´´˝¨ľÄÎÄźţ:16.09.2011 22:45:41
|
||||
|
||||
#
|
||||
# object Cylinder02
|
||||
#
|
||||
|
||||
v -0.0357 0.0470 -0.0971
|
||||
v 0.4643 -0.8192 -0.1158
|
||||
v 0.9643 0.0470 -0.0971
|
||||
v -0.5357 -0.8192 -0.1158
|
||||
v -1.0357 0.0470 -0.0971
|
||||
v -0.5357 0.9132 -0.0785
|
||||
v 0.4643 0.9132 -0.0785
|
||||
v 0.4643 -0.7180 -25.5408
|
||||
v 0.9643 0.1482 -25.5223
|
||||
v -0.5357 -0.7180 -25.5408
|
||||
v -1.0357 0.1482 -25.5223
|
||||
v -0.5357 1.0144 -25.5037
|
||||
v 0.4643 1.0144 -25.5037
|
||||
v -0.0357 0.1482 -25.5223
|
||||
# 14 vertices
|
||||
|
||||
vt 0.5000 0.0000 0.0000
|
||||
vt 0.9167 0.0000 0.0000
|
||||
vt 0.7500 0.0000 0.0000
|
||||
vt 0.0833 0.0000 0.0000
|
||||
vt -0.0833 0.0000 0.0000
|
||||
vt 0.2500 0.0000 0.0000
|
||||
vt 0.4167 0.0000 0.0000
|
||||
vt 0.5833 0.0000 0.0000
|
||||
vt 0.9167 1.0000 0.0000
|
||||
vt 0.7500 1.0000 0.0000
|
||||
vt 0.0833 1.0000 0.0000
|
||||
vt -0.0833 1.0000 0.0000
|
||||
vt 0.2500 1.0000 0.0000
|
||||
vt 0.4167 1.0000 0.0000
|
||||
vt 0.5833 1.0000 0.0000
|
||||
vt 0.5000 1.0000 0.0000
|
||||
# 16 texture coords
|
||||
|
||||
g Cylinder02
|
||||
f 1/1 2/2 3/3
|
||||
f 1/1 4/4 2/5
|
||||
f 1/1 5/6 4/4
|
||||
f 1/1 6/7 5/6
|
||||
f 1/1 7/8 6/7
|
||||
f 1/1 3/3 7/8
|
||||
f 3/3 8/9 9/10
|
||||
f 3/3 2/2 8/9
|
||||
f 2/5 10/11 8/12
|
||||
f 2/5 4/4 10/11
|
||||
f 4/4 11/13 10/11
|
||||
f 4/4 5/6 11/13
|
||||
f 5/6 12/14 11/13
|
||||
f 5/6 6/7 12/14
|
||||
f 6/7 13/15 12/14
|
||||
f 6/7 7/8 13/15
|
||||
f 7/8 9/10 13/15
|
||||
f 7/8 3/3 9/10
|
||||
f 14/16 9/10 8/9
|
||||
f 14/16 8/12 10/11
|
||||
f 14/16 10/11 11/13
|
||||
f 14/16 11/13 12/14
|
||||
f 14/16 12/14 13/15
|
||||
f 14/16 13/15 9/10
|
||||
# 24 faces
|
||||
|
||||
#
|
||||
# object Cylinder03
|
||||
#
|
||||
|
||||
v -0.0069 0.0013 -20.4433
|
||||
v 0.7431 -1.2956 -20.5194
|
||||
v 1.4931 0.0013 -20.4433
|
||||
v -0.7569 -1.2956 -20.5194
|
||||
v -1.5069 0.0013 -20.4433
|
||||
v -0.7569 1.2981 -20.3673
|
||||
v 0.7431 1.2981 -20.3673
|
||||
v 0.7431 -1.0615 -24.5125
|
||||
v 1.4931 0.2353 -24.4365
|
||||
v -0.7569 -1.0615 -24.5125
|
||||
v -1.5069 0.2353 -24.4365
|
||||
v -0.7569 1.5321 -24.3605
|
||||
v 0.7431 1.5321 -24.3605
|
||||
v -0.0069 0.2353 -24.4365
|
||||
# 14 vertices
|
||||
|
||||
vt 0.5000 0.0000 0.0000
|
||||
vt 0.9167 0.0000 0.0000
|
||||
vt 0.7500 0.0000 0.0000
|
||||
vt 0.0833 0.0000 0.0000
|
||||
vt -0.0833 0.0000 0.0000
|
||||
vt 0.2500 0.0000 0.0000
|
||||
vt 0.4167 0.0000 0.0000
|
||||
vt 0.5833 0.0000 0.0000
|
||||
vt 0.9167 1.0000 0.0000
|
||||
vt 0.7500 1.0000 0.0000
|
||||
vt 0.0833 1.0000 0.0000
|
||||
vt -0.0833 1.0000 0.0000
|
||||
vt 0.2500 1.0000 0.0000
|
||||
vt 0.4167 1.0000 0.0000
|
||||
vt 0.5833 1.0000 0.0000
|
||||
vt 0.5000 1.0000 0.0000
|
||||
# 16 texture coords
|
||||
|
||||
g Cylinder03
|
||||
f 15/17 16/18 17/19
|
||||
f 15/17 18/20 16/21
|
||||
f 15/17 19/22 18/20
|
||||
f 15/17 20/23 19/22
|
||||
f 15/17 21/24 20/23
|
||||
f 15/17 17/19 21/24
|
||||
f 17/19 22/25 23/26
|
||||
f 17/19 16/18 22/25
|
||||
f 16/21 24/27 22/28
|
||||
f 16/21 18/20 24/27
|
||||
f 18/20 25/29 24/27
|
||||
f 18/20 19/22 25/29
|
||||
f 19/22 26/30 25/29
|
||||
f 19/22 20/23 26/30
|
||||
f 20/23 27/31 26/30
|
||||
f 20/23 21/24 27/31
|
||||
f 21/24 23/26 27/31
|
||||
f 21/24 17/19 23/26
|
||||
f 28/32 23/26 22/25
|
||||
f 28/32 22/28 24/27
|
||||
f 28/32 24/27 25/29
|
||||
f 28/32 25/29 26/30
|
||||
f 28/32 26/30 27/31
|
||||
f 28/32 27/31 23/26
|
||||
# 24 faces
|
||||
|
||||
186
第22章 夜鹰行动/AircraftAttack/assets/tank_body.obj
Normal file
186
第22章 夜鹰行动/AircraftAttack/assets/tank_body.obj
Normal file
@@ -0,0 +1,186 @@
|
||||
# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
|
||||
# ´´˝¨ľÄÎÄźţ:16.09.2011 21:11:21
|
||||
|
||||
mtllib tank.mtl
|
||||
|
||||
#
|
||||
# object Cylinder01
|
||||
#
|
||||
|
||||
v 7.9507 13.8365 -0.0018
|
||||
v 3.0543 18.3818 -3.3152
|
||||
v 4.3703 18.3818 -0.0018
|
||||
v 5.5860 13.8365 -5.7614
|
||||
v -0.1228 18.3818 -4.6876
|
||||
v -0.1228 13.8365 -8.1471
|
||||
v -3.2999 18.3818 -3.3152
|
||||
v -5.8316 13.8365 -5.7614
|
||||
v -4.6158 18.3818 -0.0018
|
||||
v -8.1962 13.8365 -0.0018
|
||||
v -3.2999 18.3818 3.3116
|
||||
v -5.8316 13.8365 5.7578
|
||||
v -0.1228 18.3818 4.6840
|
||||
v -0.1228 13.8365 8.1435
|
||||
v 3.0543 18.3818 3.3116
|
||||
v 5.5860 13.8365 5.7578
|
||||
v -0.1228 18.3818 -0.0018
|
||||
# 17 vertices
|
||||
|
||||
vt 0.7500 0.0000 0.0000
|
||||
vt 0.8750 1.0000 0.0000
|
||||
vt 0.7500 1.0000 0.0000
|
||||
vt 0.8750 0.0000 0.0000
|
||||
vt -0.1250 0.0000 0.0000
|
||||
vt 0.0000 1.0000 0.0000
|
||||
vt -0.1250 1.0000 0.0000
|
||||
vt 0.0000 0.0000 0.0000
|
||||
vt 0.1250 1.0000 0.0000
|
||||
vt 0.1250 0.0000 0.0000
|
||||
vt 0.2500 1.0000 0.0000
|
||||
vt 0.2500 0.0000 0.0000
|
||||
vt 0.3750 1.0000 0.0000
|
||||
vt 0.3750 0.0000 0.0000
|
||||
vt 0.5000 1.0000 0.0000
|
||||
vt 0.5000 0.0000 0.0000
|
||||
vt 0.6250 1.0000 0.0000
|
||||
vt 0.6250 0.0000 0.0000
|
||||
# 18 texture coords
|
||||
|
||||
g Cylinder01
|
||||
usemtl initialShadingGroup
|
||||
f 1/1 2/2 3/3
|
||||
f 1/1 4/4 2/2
|
||||
f 4/5 5/6 2/7
|
||||
f 4/5 6/8 5/6
|
||||
f 6/8 7/9 5/6
|
||||
f 6/8 8/10 7/9
|
||||
f 8/10 9/11 7/9
|
||||
f 8/10 10/12 9/11
|
||||
f 10/12 11/13 9/11
|
||||
f 10/12 12/14 11/13
|
||||
f 12/14 13/15 11/13
|
||||
f 12/14 14/16 13/15
|
||||
f 14/16 15/17 13/15
|
||||
f 14/16 16/18 15/17
|
||||
f 16/18 3/3 15/17
|
||||
f 16/18 1/1 3/3
|
||||
f 17/15 3/3 2/2
|
||||
f 17/15 2/7 5/6
|
||||
f 17/15 5/6 7/9
|
||||
f 17/15 7/9 9/11
|
||||
f 17/15 9/11 11/13
|
||||
f 17/15 11/13 13/15
|
||||
f 17/15 13/15 15/17
|
||||
f 17/15 15/17 3/3
|
||||
# 24 faces
|
||||
|
||||
#
|
||||
# object Box01
|
||||
#
|
||||
|
||||
v -10.6728 13.8499 10.4160
|
||||
v 10.3698 13.8499 10.4160
|
||||
v 10.3698 13.8499 -11.3723
|
||||
v -10.6728 13.8499 -11.3723
|
||||
v -10.6728 8.8499 17.8421
|
||||
v 10.3698 8.8499 17.8421
|
||||
v 10.3698 11.3499 14.6786
|
||||
v -10.6728 11.3499 14.6786
|
||||
v 10.3698 8.8499 -20.1192
|
||||
v 10.3698 10.1006 -18.3504
|
||||
v -10.6728 8.8499 -20.1192
|
||||
v -10.6728 10.1006 -18.3504
|
||||
# 12 vertices
|
||||
|
||||
vt 0.0000 0.0000 0.0000
|
||||
vt 1.0000 0.0000 0.0000
|
||||
vt 1.0000 1.0000 0.0000
|
||||
vt 0.0000 1.0000 0.0000
|
||||
vt 1.0000 0.5000 0.0000
|
||||
vt 0.0000 0.5000 0.0000
|
||||
# 6 texture coords
|
||||
|
||||
g Box01
|
||||
usemtl initialShadingGroup
|
||||
f 18/19 19/20 20/21
|
||||
f 20/21 21/22 18/19
|
||||
f 22/19 23/20 24/23
|
||||
f 24/23 25/24 22/19
|
||||
f 25/24 24/23 19/21
|
||||
f 19/21 18/22 25/24
|
||||
f 23/19 26/20 27/23
|
||||
f 27/23 24/24 23/19
|
||||
f 24/24 27/23 20/21
|
||||
f 20/21 19/22 24/24
|
||||
f 26/19 28/20 29/23
|
||||
f 29/23 27/24 26/19
|
||||
f 27/24 29/23 21/21
|
||||
f 21/21 20/22 27/24
|
||||
f 28/19 22/20 25/23
|
||||
f 25/23 29/24 28/19
|
||||
f 29/24 25/23 18/21
|
||||
f 18/21 21/22 29/24
|
||||
# 18 faces
|
||||
|
||||
#
|
||||
# object Box02
|
||||
#
|
||||
|
||||
v -10.5444 0.1708 13.8325
|
||||
v -10.5444 0.1708 -14.1778
|
||||
v 10.5210 0.1708 -14.1778
|
||||
v 10.5210 0.1708 13.8325
|
||||
v 10.5210 2.5185 16.8031
|
||||
v -10.5444 2.2558 16.8031
|
||||
v 10.5210 5.9917 18.6752
|
||||
v -10.5444 5.9917 18.6752
|
||||
v 10.5210 9.0335 17.6845
|
||||
v -10.5444 9.0335 17.6845
|
||||
v 10.5210 2.2250 -17.3194
|
||||
v 10.5210 7.1370 -21.4220
|
||||
v 10.5210 8.9859 -19.8319
|
||||
v -10.5444 2.2250 -17.3194
|
||||
v -10.5444 7.1370 -21.4220
|
||||
v -10.5444 8.9859 -19.8319
|
||||
# 16 vertices
|
||||
|
||||
vt 1.0000 0.0000 0.0000
|
||||
vt 1.0000 1.0000 0.0000
|
||||
vt 0.0000 1.0000 0.0000
|
||||
vt 0.0000 0.0000 0.0000
|
||||
vt 1.0000 0.3333 0.0000
|
||||
vt 0.0000 0.3333 0.0000
|
||||
vt 1.0000 0.6667 0.0000
|
||||
vt 0.0000 0.6667 0.0000
|
||||
# 8 texture coords
|
||||
|
||||
g Box02
|
||||
usemtl initialShadingGroup
|
||||
f 30/25 31/26 32/27
|
||||
f 32/27 33/28 30/25
|
||||
f 30/28 33/25 34/29
|
||||
f 34/29 35/30 30/28
|
||||
f 35/30 34/29 36/31
|
||||
f 36/31 37/32 35/30
|
||||
f 37/32 36/31 38/26
|
||||
f 38/26 39/27 37/32
|
||||
f 33/28 32/25 40/29
|
||||
f 40/29 34/30 33/28
|
||||
f 34/30 40/29 41/31
|
||||
f 41/31 36/32 34/30
|
||||
f 36/32 41/31 42/26
|
||||
f 42/26 38/27 36/32
|
||||
f 32/28 31/25 43/29
|
||||
f 43/29 40/30 32/28
|
||||
f 40/30 43/29 44/31
|
||||
f 44/31 41/32 40/30
|
||||
f 41/32 44/31 45/26
|
||||
f 45/26 42/27 41/32
|
||||
f 31/28 30/25 35/29
|
||||
f 35/29 43/30 31/28
|
||||
f 43/30 35/29 37/31
|
||||
f 37/31 44/32 43/30
|
||||
f 44/32 37/31 39/26
|
||||
f 39/26 45/27 44/32
|
||||
# 26 faces
|
||||
|
||||
11
第22章 夜鹰行动/AircraftAttack/assets/vertex_button.sh
Normal file
11
第22章 夜鹰行动/AircraftAttack/assets/vertex_button.sh
Normal file
@@ -0,0 +1,11 @@
|
||||
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
|
||||
varying float positonX;
|
||||
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
|
||||
positonX=aPosition.x;
|
||||
}
|
||||
6
第22章 夜鹰行动/AircraftAttack/assets/vertex_color.sh
Normal file
6
第22章 夜鹰行动/AircraftAttack/assets/vertex_color.sh
Normal file
@@ -0,0 +1,6 @@
|
||||
uniform mat4 uMVPMatrix; //总变换矩阵
|
||||
attribute vec3 aPosition; //顶点位置
|
||||
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
|
||||
}
|
||||
11
第22章 夜鹰行动/AircraftAttack/assets/vertex_landform.sh
Normal file
11
第22章 夜鹰行动/AircraftAttack/assets/vertex_landform.sh
Normal file
@@ -0,0 +1,11 @@
|
||||
//山地的顶点着色器
|
||||
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
|
||||
varying float vertexHeight;//接受顶点的高度值
|
||||
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
|
||||
vertexHeight = aPosition.y;//将该顶点的高度传入片元着色器
|
||||
}
|
||||
9
第22章 夜鹰行动/AircraftAttack/assets/vertex_tex_only.sh
Normal file
9
第22章 夜鹰行动/AircraftAttack/assets/vertex_tex_only.sh
Normal file
@@ -0,0 +1,9 @@
|
||||
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
|
||||
}
|
||||
10
第22章 夜鹰行动/AircraftAttack/assets/vertex_tex_water.sh
Normal file
10
第22章 夜鹰行动/AircraftAttack/assets/vertex_tex_water.sh
Normal file
@@ -0,0 +1,10 @@
|
||||
//绘制水面具有波浪功能的顶点着色器
|
||||
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);
|
||||
vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器
|
||||
}
|
||||
8
第22章 夜鹰行动/AircraftAttack/assets/vertex_xk.sh
Normal file
8
第22章 夜鹰行动/AircraftAttack/assets/vertex_xk.sh
Normal file
@@ -0,0 +1,8 @@
|
||||
//星空着色器
|
||||
uniform mat4 uMVPMatrix; //总变换矩阵
|
||||
uniform float uPointSize;//点尺寸
|
||||
attribute vec3 aPosition; //顶点位置
|
||||
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
|
||||
gl_PointSize=uPointSize;
|
||||
}
|
||||
13
第22章 夜鹰行动/AircraftAttack/assets/vertex_xue.sh
Normal file
13
第22章 夜鹰行动/AircraftAttack/assets/vertex_xue.sh
Normal file
@@ -0,0 +1,13 @@
|
||||
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
|
||||
varying float vertexHeight;//接受顶点的高度值
|
||||
varying float vertexwhidth;//接受血的最左边位置
|
||||
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
|
||||
vertexHeight = aPosition.y;//将该顶点的高度传入片元着色器
|
||||
vertexwhidth=aPosition.x;
|
||||
}
|
||||
Reference in New Issue
Block a user