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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;
uniform float uR;
varying vec2 mcLongLat;//接收从顶点着色器过来的参数
varying vec3 vPosition;//接收从顶点着色器过来的顶点位置
varying vec4 vAmbient;//接收从顶点着色器过来的环境光分量
void main()
{
vec3 color;
float n = 8.0;//一个坐标分量分的总份数
float span = 2.0*uR/n;//每一份的长度
//每一维在立方体内的行列数
int i = int((vPosition.x + uR)/span);
int j = int((vPosition.y + uR)/span);
int k = int((vPosition.z + uR)/span);
//计算当点应位于白色块还是黑色块中
int whichColor = int(mod(float(i+j+k),2.0));
if(whichColor == 1) {//奇数时为红色
color = vec3(0.678,0.231,0.129);//红色
}
else {//偶数时为白色
color = vec3(1.0,1.0,1.0);//白色
}
//最终颜色
vec4 finalColor=vec4(color,0);
//给此片元颜色值
gl_FragColor=finalColor*vAmbient;
}

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uniform mat4 uMVPMatrix; //总变换矩阵
attribute vec3 aPosition; //顶点位置
varying vec3 vPosition;//用于传递给片元着色器的顶点位置
varying vec4 vAmbient;//用于传递给片元着色器的环境光分量
void main()
{
//根据总变换矩阵计算此次绘制此顶点位置
gl_Position = uMVPMatrix * vec4(aPosition,1);
//将顶点的位置传给片元着色器
vPosition = aPosition;
//将的环境光分量传给片元着色器
vAmbient = vec4(0.15,0.15,0.15,1.0);
}