2022-09-19 18:05:01 +08:00

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Bash

//云层着色器
precision mediump float;
varying vec2 vTextureCoord;//接收从顶点着色器过来的参数
varying vec4 ambient;
varying vec4 diffuse;
varying vec4 specular;
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);
//根据颜色值计算透明度
finalColor.a=(finalColor.r+finalColor.g+finalColor.b)/3.0;
//计算光照因素
finalColor=finalColor*ambient+finalColor*specular+finalColor*diffuse;
//给此片元颜色值
gl_FragColor = finalColor;
}