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13
第8章 3D基本形状/Sample8_5/assets/frag_tex_light.sh
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13
第8章 3D基本形状/Sample8_5/assets/frag_tex_light.sh
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precision mediump float;
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uniform sampler2D sTexture;//纹理内容数据
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varying vec2 vTextureCoord; //接收从顶点着色器过来的参数
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varying vec4 vambient;
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varying vec4 vdiffuse;
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varying vec4 vspecular;
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void main()
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{
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//将计算出的颜色给此片元
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vec4 finalColor=texture2D(sTexture, vTextureCoord);
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//给此片元颜色值
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gl_FragColor = finalColor*vambient+finalColor*vspecular+finalColor*vdiffuse;//给此片元颜色值
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}
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