背景和头像缺失
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48
cocos2d/cocos/renderer/ccShader_3D_Terrain.frag
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48
cocos2d/cocos/renderer/ccShader_3D_Terrain.frag
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const char* cc3D_Terrain_frag = STRINGIFY(
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\n#ifdef GL_ES\n
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precision mediump float;
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\n#endif\n
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uniform vec3 u_color;\n
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varying vec2 v_texCoord;\n
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varying vec3 v_normal;\n
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\n#ifdef GL_ES\n
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uniform lowp int u_has_alpha;\n
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uniform lowp int u_has_light_map;\n
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\n#else\n
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uniform int u_has_alpha;\n
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uniform int u_has_light_map;\n
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\n#endif\n
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uniform sampler2D u_alphaMap;\n
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uniform sampler2D u_texture0;\n
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uniform sampler2D u_texture1;\n
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uniform sampler2D u_texture2;\n
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uniform sampler2D u_texture3;\n
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uniform sampler2D u_lightMap;\n
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uniform float u_detailSize[4];\n
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uniform vec3 u_lightDir;\n
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void main()\n
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{\n
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vec4 lightColor;\n
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if(u_has_light_map<=0)\n
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{\n
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lightColor = vec4(1.0,1.0,1.0,1.0);\n
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}else\n
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{\n
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lightColor = texture2D(u_lightMap,v_texCoord);\n
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}
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float lightFactor = dot(-u_lightDir,v_normal);\n
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if(u_has_alpha<=0)\n
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{\n
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gl_FragColor = texture2D(u_texture0, v_texCoord)*lightColor*lightFactor;\n
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}else\n
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{\n
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vec4 blendFactor =texture2D(u_alphaMap,v_texCoord);\n
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vec4 color = vec4(0.0,0.0,0.0,0.0);\n
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color = texture2D(u_texture0, v_texCoord*u_detailSize[0])*blendFactor.r +
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texture2D(u_texture1, v_texCoord*u_detailSize[1])*blendFactor.g + texture2D(u_texture2, v_texCoord*u_detailSize[2])*blendFactor.b
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+ texture2D(u_texture3, v_texCoord*u_detailSize[3])*(1.0 - blendFactor.a);
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gl_FragColor = vec4(color.rgb*lightColor.rgb*lightFactor, 1.0);
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}
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}
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);
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