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27
第6章 光照/Sample6_2/assets/frag.sh
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第6章 光照/Sample6_2/assets/frag.sh
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precision mediump float;
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uniform float uR;
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varying vec2 mcLongLat;//接收从顶点着色器过来的参数
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varying vec3 vPosition;//接收从顶点着色器过来的顶点位置
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varying vec4 vAmbient;//接收从顶点着色器过来的环境光分量
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void main()
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{
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vec3 color;
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float n = 8.0;//一个坐标分量分的总份数
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float span = 2.0*uR/n;//每一份的长度
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//每一维在立方体内的行列数
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int i = int((vPosition.x + uR)/span);
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int j = int((vPosition.y + uR)/span);
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int k = int((vPosition.z + uR)/span);
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//计算当点应位于白色块还是黑色块中
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int whichColor = int(mod(float(i+j+k),2.0));
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if(whichColor == 1) {//奇数时为红色
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color = vec3(0.678,0.231,0.129);//红色
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}
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else {//偶数时为白色
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color = vec3(1.0,1.0,1.0);//白色
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}
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//最终颜色
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vec4 finalColor=vec4(color,0);
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//给此片元颜色值
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gl_FragColor=finalColor*vAmbient;
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}
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第6章 光照/Sample6_2/assets/vertex.sh
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第6章 光照/Sample6_2/assets/vertex.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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varying vec3 vPosition;//用于传递给片元着色器的顶点位置
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varying vec4 vAmbient;//用于传递给片元着色器的环境光分量
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void main()
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{
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//根据总变换矩阵计算此次绘制此顶点位置
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gl_Position = uMVPMatrix * vec4(aPosition,1);
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//将顶点的位置传给片元着色器
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vPosition = aPosition;
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//将的环境光分量传给片元着色器
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vAmbient = vec4(0.15,0.15,0.15,1.0);
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}
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