初次提交

This commit is contained in:
2022-09-19 18:05:01 +08:00
commit 57051fc44b
5401 changed files with 325410 additions and 0 deletions

View File

@@ -0,0 +1,33 @@
//地球着色器
precision mediump float;
varying vec2 vTextureCoord;//接收从顶点着色器过来的参数
varying vec4 vAmbient;
varying vec4 vDiffuse;
varying vec4 vSpecular;
uniform sampler2D sTextureDay;//纹理内容数据
uniform sampler2D sTextureNight;//纹理内容数据
void main()
{
//给此片元从纹理中采样出颜色值
vec4 finalColorDay;
vec4 finalColorNight;
finalColorDay= texture2D(sTextureDay, vTextureCoord);
finalColorDay = finalColorDay*vAmbient+finalColorDay*vSpecular+finalColorDay*vDiffuse;
finalColorNight = texture2D(sTextureNight, vTextureCoord);
finalColorNight = finalColorNight*vec4(0.5,0.5,0.5,1.0);
if(vDiffuse.x>0.21)
{
gl_FragColor=finalColorDay;
}
else if(vDiffuse.x<0.05)
{
gl_FragColor=finalColorNight;
}
else
{
float t=(vDiffuse.x-0.05)/0.16;
gl_FragColor=t*finalColorDay+(1.0-t)*finalColorNight;
}
}

View File

@@ -0,0 +1,14 @@
//月球着色器
precision mediump float;
varying vec2 vTextureCoord;//接收从顶点着色器过来的参数
varying vec4 vAmbient;
varying vec4 vDiffuse;
varying vec4 vSpecular;
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
vec4 finalColor = texture2D(sTexture, vTextureCoord);
//给此片元颜色值
gl_FragColor = finalColor*vAmbient+finalColor*vSpecular+finalColor*vDiffuse;
}

View File

@@ -0,0 +1,7 @@
//星空着色器
precision mediump float;
void main()
{
//给此片元颜色值
gl_FragColor = vec4(1.0,1.0,1.0,1.0);
}

View File

@@ -0,0 +1,59 @@
//地球着色器
uniform mat4 uMVPMatrix; //总变换矩阵
uniform mat4 uMMatrix; //变换矩阵
uniform vec3 uCamera; //摄像机位置
uniform vec3 uLightLocationSun; //太阳光源位置
attribute vec3 aPosition; //顶点位置
attribute vec2 aTexCoor; //顶点纹理坐标
attribute vec3 aNormal; //法向量
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
varying vec4 vAmbient;
varying vec4 vDiffuse;
varying vec4 vSpecular;
//定位光光照计算的方法
void pointLight( //定位光光照计算的方法
in vec3 normal, //法向量
inout vec4 ambient, //环境光最终强度
inout vec4 diffuse, //散射光最终强度
inout vec4 specular, //镜面光最终强度
in vec3 lightLocation, //光源位置
in vec4 lightAmbient, //环境光强度
in vec4 lightDiffuse, //散射光强度
in vec4 lightSpecular //镜面光强度
){
ambient=lightAmbient; //直接得出环境光的最终强度
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 nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
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; //计算镜面光的最终强度
}
void main()
{
gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
vec4 ambientTemp=vec4(0.0,0.0,0.0,0.0);
vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0);
vec4 specularTemp=vec4(0.0,0.0,0.0,0.0);
pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocationSun,vec4(0.05,0.05,0.05,1.0),vec4(1.0,1.0,1.0,1.0),vec4(0.3,0.3,0.3,1.0));
vAmbient=ambientTemp;
vDiffuse=diffuseTemp;
vSpecular=specularTemp;
//将顶点的纹理坐标传给片元着色器
vTextureCoord=aTexCoor;
}

View File

@@ -0,0 +1,59 @@
//月球着色器
uniform mat4 uMVPMatrix; //总变换矩阵
uniform mat4 uMMatrix; //变换矩阵
uniform vec3 uCamera; //摄像机位置
uniform vec3 uLightLocationSun; //太阳光源位置
attribute vec3 aPosition; //顶点位置
attribute vec2 aTexCoor; //顶点纹理坐标
attribute vec3 aNormal; //法向量
varying vec2 vTextureCoord; //用于传递给片元着色器的变量
varying vec4 vAmbient;
varying vec4 vDiffuse;
varying vec4 vSpecular;
//定位光光照计算的方法
void pointLight( //定位光光照计算的方法
in vec3 normal, //法向量
inout vec4 ambient, //环境光最终强度
inout vec4 diffuse, //散射光最终强度
inout vec4 specular, //镜面光最终强度
in vec3 lightLocation, //光源位置
in vec4 lightAmbient, //环境光强度
in vec4 lightDiffuse, //散射光强度
in vec4 lightSpecular //镜面光强度
){
ambient=lightAmbient; //直接得出环境光的最终强度
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 nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值
diffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度
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; //计算镜面光的最终强度
}
void main()
{
gl_Position = uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置
vec4 ambientTemp=vec4(0.0,0.0,0.0,0.0);
vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0);
vec4 specularTemp=vec4(0.0,0.0,0.0,0.0);
pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocationSun,vec4(0.05,0.05,0.025,1.0),vec4(1.0,1.0,0.5,1.0),vec4(0.3,0.3,0.15,1.0));
vAmbient=ambientTemp;
vDiffuse=diffuseTemp;
vSpecular=specularTemp;
//将顶点的纹理坐标传给片元着色器
vTextureCoord=aTexCoor;
}

View File

@@ -0,0 +1,12 @@
//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()
{
//根据总变换矩阵计算此次绘制此顶点位置
gl_Position = uMVPMatrix * vec4(aPosition,1);
//
gl_PointSize=uPointSize;
}