40 lines
1.8 KiB
Bash
40 lines
1.8 KiB
Bash
precision mediump float;
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uniform samplerCube sTexture;//纹理内容数据
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varying vec3 eyeVary; //接收从顶点着色器过来的视线向量
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varying vec3 newNormalVary; //接收从顶点着色器过来的变换后法向量
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vec4 zfs( //计算折反射纹理采样颜色的方法
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in float zsl//折射率
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){
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vec3 vTextureCoord; //用于进行立方图纹理采样的向量
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vec4 finalColorZS; //若是折射的采样结果
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vec4 finalColorFS; //若是反射的采样结果
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vec4 finalColor; //最终颜色
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const float maxH=0.7; //入射角余弦值若大于此值则仅计算折射
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const float minH=0.2; //入射角余弦值若小于此值则仅计算反射
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float sizeH=maxH-minH;//混合时余弦值的跨度
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float testValue=abs(dot(eyeVary,newNormalVary)); //计算视线向量与法向量的余弦值
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if(testValue>maxH) { //余弦值大于maxH仅折射
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vTextureCoord=refract(-eyeVary,newNormalVary,zsl);
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finalColor=textureCube(sTexture, vTextureCoord);
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} else if(testValue<=maxH&&testValue>=minH) {//余弦值在minH~maxH范围内反射、折射融合
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vTextureCoord=reflect(-eyeVary,newNormalVary);
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finalColorFS=textureCube(sTexture, vTextureCoord); //反射的计算结果
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vTextureCoord=refract(-eyeVary,newNormalVary,zsl);
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finalColorZS=textureCube(sTexture, vTextureCoord); //折射的计算结果
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float ratio=(testValue-minH)/sizeH; //融合比例
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finalColor=finalColorZS*ratio+(1.0-ratio)*finalColorFS; //折反射结果线性融合
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} else { //余弦值小于minH仅反射
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vTextureCoord=reflect(-eyeVary,newNormalVary);
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finalColor=textureCube(sTexture, vTextureCoord);
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}
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return finalColor; //返回最终结果
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}
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void main(){
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vec4 finalColor=vec4(0.0,0.0,0.0,0.0);
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//由于有色散RGB三个色彩通道单独计算折射
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finalColor.r=zfs(0.97).r; //计算红色通道
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finalColor.g=zfs(0.955).g; //计算绿色通道
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finalColor.b=zfs(0.94).b; //计算蓝色通道
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gl_FragColor=finalColor; //将最终的片元颜色传递给管线
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}
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