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ggrizzly 1周前
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共有 5 个文件被更改,包括 44 次插入0 次删除
  1. +7
    -0
      examples/shaders/resources/shaders/glsl100/outline_hull.fs
  2. +15
    -0
      examples/shaders/resources/shaders/glsl100/outline_hull.vs
  3. +7
    -0
      examples/shaders/resources/shaders/glsl120/outline_hull.fs
  4. +15
    -0
      examples/shaders/resources/shaders/glsl120/outline_hull.vs
  5. 二进制
      examples/shaders/shaders_cel_shading.png

+ 7
- 0
examples/shaders/resources/shaders/glsl100/outline_hull.fs 查看文件

@ -0,0 +1,7 @@
#version 330
out vec4 finalColor;
void main() {
finalColor = vec4(0.05, 0.05, 0.05, 1.0);
}

+ 15
- 0
examples/shaders/resources/shaders/glsl100/outline_hull.vs 查看文件

@ -0,0 +1,15 @@
#version 330
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec4 vertexColor;
uniform mat4 mvp;
uniform float outlineThickness;
void main() {
// Extrude vertex along its normal to create the hull.
vec3 extruded = vertexPosition + vertexNormal * outlineThickness;
gl_Position = mvp * vec4(extruded, 1.0);
}

+ 7
- 0
examples/shaders/resources/shaders/glsl120/outline_hull.fs 查看文件

@ -0,0 +1,7 @@
#version 330
out vec4 finalColor;
void main() {
finalColor = vec4(0.05, 0.05, 0.05, 1.0);
}

+ 15
- 0
examples/shaders/resources/shaders/glsl120/outline_hull.vs 查看文件

@ -0,0 +1,15 @@
#version 330
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec4 vertexColor;
uniform mat4 mvp;
uniform float outlineThickness;
void main() {
// Extrude vertex along its normal to create the hull.
vec3 extruded = vertexPosition + vertexNormal * outlineThickness;
gl_Position = mvp * vec4(extruded, 1.0);
}

二进制
examples/shaders/shaders_cel_shading.png 查看文件

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