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第6章 光照/Sample6_3/assets/frag.sh
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第6章 光照/Sample6_3/assets/frag.sh
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precision mediump float;
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uniform float uR;
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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 vDiffuse;//接收从顶点着色器过来的散射光分量
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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*vDiffuse;
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}
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第6章 光照/Sample6_3/assets/vertex.sh
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第6章 光照/Sample6_3/assets/vertex.sh
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uniform mat4 uMVPMatrix; //总变换矩阵
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uniform mat4 uMMatrix; //变换矩阵(包括平移、旋转、缩放)
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uniform vec3 uLightLocation; //光源位置
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attribute vec3 aPosition; //顶点位置
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attribute vec3 aNormal; //顶点法向量
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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 vDiffuse; //用于传递给片元着色器的散射光分量
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void pointLight ( //散射光光照计算的方法
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in vec3 normal, //法向量
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inout vec4 diffuse, //散射光计算结果
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in vec3 lightLocation, //光源位置
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in vec4 lightDiffuse //散射光强度
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){
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vec3 normalTarget=aPosition+normal; //计算变换后的法向量
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vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
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newNormal=normalize(newNormal); //对法向量规格化
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//计算从表面点到光源位置的向量vp
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vec3 vp= normalize(lightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
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vp=normalize(vp); //规格化vp
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float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp向量的点积与0的最大值
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diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
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}
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void main(){
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gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点的位置
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vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0);
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pointLight(normalize(aNormal), diffuseTemp, uLightLocation, vec4(0.8,0.8,0.8,1.0));
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vDiffuse=diffuseTemp; //将散射光最终强度传给片元着色器
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vPosition = aPosition; //将顶点的位置传给片元着色器
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}
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