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📄 anipolka.frag.h

📁 OPENGL2.0用于ARM11 3D处理
💻 H
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#ifndef _AniPolkaFrag_h_#define _AniPolkaFrag_h_// Header generated from binary by WriteAsBinHeader()..static const int AniPolkaFragLength = 270;static const unsigned int AniPolkaFrag[AniPolkaFragLength]={	0x20205350,	0xFFFF0008,	0x00000048,	0x01020000,	0x0000002A,	0x0000000E,	0x00000000,	0x00000000,	0x00000003,	0x00000000,	0x00000001,	0x00000000,	0x00000000,	0x00000000,	0x00000000,	0x00000000,	0x0000001D,	0x00000000,	0x00000000,	0x0000A400,	0x040822A4,	0x00000000,	0x00000000,	0x01020000,	0x08882200,	0x00000000,	0x00000000,	0x0102A400,	0x03382200,	0x00000000,	0x03000000,	0x00010002,	0x03702190,	0x00000000,	0x00000000,	0x01010000,	0x0F3820F9,	0x00000000,	0x00000000,	0x0101A441,	0x223820F9,	0x00000000,	0x00A40001,	0x4202A401,	0x0EB82000,	0x00000000,	0x04000000,	0x0100A442,	0x023820A4,	0x00000000,	0x00000000,	0x02050000,	0x00F02190,	0x00000000,	0x05000000,	0x0101A402,	0x040823F9,	0x00000000,	0x00000000,	0x01030000,	0x08882300,	0x00000000,	0x05000000,	0x0103A402,	0x03382300,	0x00000000,	0x03000000,	0x0102A401,	0x044020A4,	0x00000000,	0x06000000,	0x01000002,	0x0A4020FF,	0x00000000,	0x07000000,	0x01000002,	0x020821FF,	0x00000000,	0x00000000,	0x0100A401,	0x044020A4,	0x00000000,	0x00000000,	0x01000000,	0x08C020FF,	0x00000000,	0x00000000,	0x01000000,	0x084020FF,	0x00000000,	0x08000000,	0x01000002,	0x0D0861FF,	0x00000000,	0x00000000,	0x06010000,	0x18800200,	0x00000000,	0x00000000,	0x020D0000,	0x00902100,	0x00000000,	0x00000000,	0x00000000,	0x18000100,	0x00000000,	0x00000000,	0x02060000,	0x00902100,	0x00000000,	0x02000000,	0x0002A400,	0x040824A4,	0x00000000,	0x00000000,	0x01040000,	0x08882400,	0x00000000,	0x02000000,	0x0104A400,	0x03382400,	0x00000000,	0x03000000,	0x0104A401,	0x023823A4,	0x00000000,	0x03000000,	0x0103A401,	0x040824A4,	0x00000000,	0x00000000,	0x01040000,	0x08882400,	0x00000000,	0x03000000,	0x0104A401,	0x03382400,	0x00000000,	0x02000000,	0x0104A401,	0x044024A4,	0x00000000,	0x06000000,	0x01040002,	0x0A4024FF,	0x00000000,	0x00000000,	0x01040000,	0x074024FF,	0x00000000,	0x04000000,	0x020AFF01,	0x03402400,	0x00000000,	0x00000000,	0x01040000,	0x064024FF,	0x00000000,	0x01000000,	0x02015541,	0x027825E4,	0x00000000,	0x00000000,	0x01050000,	0x20F825E4,	0x00000000,	0x01E40105,	0x020C5501,	0x0EF825E4,	0x00000000,	0x05000000,	0x0101E401,	0x03782500,	0x00000000,	0x04000000,	0x0105FF01,	0x027820E4,	0x00000000,	0x00000000,	0x01000000,	0x00FA10E4,	0x00000000,	0x00000000,	0x00000000,	0x1E000000,	0x00000000,	0x00000000,	0x00000000,	0x00000000,	0x00000000,	0x3F800000,	0x3F800000,	0x3F800000,	0x3F800000,	0x3F000000,	0x00000000,	0x00000000,	0x00000000,	0x40000000,	0x00000000,	0x00000000,	0x00000000,	0x3E800000,	0x3E800000,	0x3E800000,	0x00000000,	0x00000000,	0x00000000,	0x00000000,	0x00000000,	0x00000000,	0x00000000,	0x00000000,	0x00000000,	0x3E99999A,	0x00000000,	0x00000000,	0x00000000,	0x3E4CCCCD,	0x00000000,	0x00000000,	0x00000000,	0x3F800000,	0x00000000,	0x00000000,	0x00000000,	0x42A00000,	0x00000000,	0x00000000,	0x00000000,	0x3F800000,	0x3F800000,	0x3F800000,	0x3F800000,	0x3F800000,	0x00000000,	0x00000000,	0x3F800000,	0x3F800000,	0x00000000,	0x00000000,	0x00000000,	0x00000000,	0x00000005,	0x00000009,	0x00000000,	0x00000004,	0x00000006,	0x00000006,	0x00000006,	0x00000000,	0x00000000,	0x0000000D,	0x00000006,	0x00000006,	0x00000000,	0x00000008,	0x00000014,	0x00000008,	0x00000009,	0x00020001,	0x00000014,	0x6F50534D,	0x6F6E0073,	0x6C616D72,	0x65796500,	0x00636556,	0x6867696C,	0x736F5074,	0x00000000,};//checksum generated by simpleCheckSum()static const unsigned int AniPolkaFragCheckSum = 54;static const char* AniPolkaFragText = 	"\n"	"\n"	"#ifdef GL_ES\n"	"precision highp float;\n"	"#endif \n"	"\n"	"varying vec4 MSPos;\n"	"varying vec3 normal;\n"	"varying vec3 eyeVec;\n"	"\n"	"const vec4 fooColor = vec4(0.0,1.0,0.0,0.0);\n"	"\n"	"//Consts\n"	"const float spacing=0.5, dotSize=0.2;\n"	"const float rcpSpacing = 1.0/spacing;\n"	"const vec4 inColor = vec4(1.0,0.0,0.0,1.0);\n"	"const vec4 outColor = vec4(1.0,1.0,1.0,1.0);\n"	"const vec4 litColor = vec4(0.0,0.0,1.0,1.0);\n"	"const float ambient = 0.3;\n"	"\n"	"\n"	"uniform vec4 lightPos;\n"	"\n"	"void main()\n"	"{\n"	"        \n"	"        vec4 color;\n"	"        \n"	"        vec3 N = normalize(normal);\n"	"        vec3 offset = (MSPos.xyz - (spacing * floor(MSPos.xyz*rcpSpacing))) - vec3(spacing*0.5);\n"	"        \n"	"\n"	"        vec3 L = normalize(lightPos.xyz);\n"	"        \n"	"        float intensity = max(dot(N,L),0.0) + ambient;\n"	"        \n"	"        float len = length(offset);\n"	"        \n"	"        float ds = dotSize;\n"	"        float inSphere=0.0;\n"	"        \n"	"        //for(int i=0; i<10; i++)\n"	"        {\n"	"                if(ds < len)\n"	"                        inSphere += 1.0;\n"	"                else \n"	"                        inSphere += 0.0;\n"	"        }\n"	"        \n"	"        //inSphere = step(len, dotSize);\n"	"        \n"	"        vec3 E = normalize(eyeVec);\n"	"        float spec = max(dot(normalize(E+L),N),0.0);\n"	"        spec = pow(spec,80.0);\n"	"        \n"	"        color = mix(outColor, inColor, inSphere);\n"	"       \n"	"    gl_FragColor = intensity*color+vec4(spec);\n"	"}";#ifdef GL_HELPERS_INCLUDED//glHelpers.h must be included BEFORE any of the shader header files. Also make sure you have the latest version of glHelpers.hstatic ghShader AniPolkaFragShader(AniPolkaFragText, AniPolkaFrag, AniPolkaFragLength, AniPolkaFragCheckSum);#endif#endif //_AniPolkaFrag_h_

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