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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 vec3 vPosition;//接收从顶点着色器过来的顶点位置
varying vec4 vSpecular;//接收从顶点着色器过来的镜面反射光分量
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*vSpecular;
}

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uniform mat4 uMVPMatrix; //总变换矩阵
uniform mat4 uMMatrix; //变换矩阵
uniform vec3 uLightLocation; //光源位置
uniform vec3 uCamera; //摄像机位置
attribute vec3 aPosition; //顶点位置
attribute vec3 aNormal; //法向量
varying vec3 vPosition; //用于传递给片元着色器的顶点位置
varying vec4 vSpecular; //用于传递给片元着色器的镜面光最终强度
void pointLight( //定位光光照计算的方法
in vec3 normal, //法向量
inout vec4 specular, //镜面反射光分量
in vec3 lightLocation, //光源位置
in vec4 lightSpecular //镜面光强度
){
vec3 normalTarget=aPosition+normal; //计算变换后的法向量
vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz;
newNormal=normalize(newNormal); //对法向量规格化
//计算从表面点到摄像机的向量
vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz);
//计算从表面点到光源位置的向量vp
vec3 vp= normalize(lightLocation-(uMMatrix*vec4(aPosition,1)).xyz);
vp=normalize(vp);//格式化vp
vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量
float shininess=50.0; //粗糙度,越小越光滑
float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积
float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子
specular=lightSpecular*powerFactor; //最终的镜面光强度
}
void main() {
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
vec4 specularTemp=vec4(0.0,0.0,0.0,0.0);
pointLight(normalize(aNormal), specularTemp, uLightLocation, vec4(0.7,0.7,0.7,1.0));//计算镜面光
vSpecular=specularTemp; //将最终镜面光强度传给片元着色器
vPosition = aPosition; //将顶点的位置传给片元着色器
}