使用 opengl es 2.0 glsl 实现输入一张纹理图片调节阴影和高光效果,写出顶点和片元着色气代码,并在注释中写明每个变量的默认值
时间: 2023-03-15 17:01:38 浏览: 130
顶点着色代码:attribute vec4 a_Position;
attribute vec2 a_TexCoord;
uniform mat4 u_MVPMatrix;
varying vec2 v_TexCoord;void main(){
gl_Position = u_MVPMatrix * a_Position;
v_TexCoord = a_TexCoord;
}片元着色器代码:precision mediump float;
uniform sampler2D u_TextureUnit;
uniform float u_Shadow; // 阴影值,默认值为0.0
uniform float u_Highlight; // 高光值,默认值为1.0
varying vec2 v_TexCoord;void main(){
vec4 color = texture2D(u_TextureUnit, v_TexCoord);
vec4 shadowColor = vec4(color.rgb * u_Shadow, color.a);
vec4 highlightColor = vec4(color.rgb * u_Highlight, color.a);
gl_FragColor = mix(shadowColor, highlightColor, 0.5);
}
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使用 opengl es 2.0 glsl 实现输入一张纹理图片调节阴影和高光效果,写出顶点和片元着色气代码
顶点着色器代码:attribute vec4 a_position; // 顶点坐标
attribute vec2 a_texCoord; // 纹理坐标uniform mat4 u_mvpMatrix; // 变换矩阵
uniform sampler2D s_texture; // 纹理varying vec2 v_texCoord; // 传递给片元着色器的纹理坐标void main()
{
gl_Position = u_mvpMatrix * a_position;
v_texCoord = a_texCoord; // 将纹理坐标传递给片元着色器
}片元着色器代码:#ifdef GL_ES
precision mediump float; // 精度
#endifuniform sampler2D s_texture; // 纹理
uniform vec4 u_shadowColor; // 阴影色
uniform vec4 u_highlightColor; // 高光色varying vec2 v_texCoord; // 接收从顶点着色器过来的纹理坐标void main()
{
// 获取纹理像素的颜色
vec4 textureColor = texture2D(s_texture, v_texCoord);
// 调节阴影颜色
vec4 shadowColor = mix(textureColor, u_shadowColor, 0.5);
// 调节高光颜色
vec4 highlightColor = mix(textureColor, u_highlightColor, 0.5);
// 根据纹理像素的亮度来调节阴影和高光
vec4 outputColor = mix(shadowColor, highlightColor, textureColor.a);
gl_FragColor = outputColor;
}
使用 opengl es 2.0 glsl 实现阴影和高光效果,写出顶点和片元着色气代码
顶点着色器:attribute vec4 a_position;
attribute vec2 a_texCoord;
attribute vec4 a_normal;varying vec2 v_texCoord;
varying vec4 v_normal;uniform mat4 u_mvpMatrix;void main()
{
gl_Position = u_mvpMatrix * a_position;
v_texCoord = a_texCoord;
v_normal = a_normal;
}片元着色器:precision mediump float;varying vec2 v_texCoord;
varying vec4 v_normal;uniform sampler2D u_sampler;
uniform vec3 u_ambientColor;
uniform vec3 u_lightLocation;
uniform vec3 u_lightColor;void main()
{
vec4 color = texture2D(u_sampler, v_texCoord);
vec3 normal = normalize(v_normal.xyz);
vec3 lightDirection = normalize(u_lightLocation - v_normal.xyz);
float nDotL = max(dot(lightDirection, normal), 0.0);
vec3 diffuse = u_lightColor * color.rgb * nDotL;
vec3 ambient = u_ambientColor * color.rgb;
gl_FragColor = vec4(diffuse + ambient, color.a);
}
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