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uniform sampler2D refMap;
uniform sampler2D fraMap;
uniform sampler2D dudvMap;
uniform float timeline;
uniform float3 eyePosition;
void main(float4 Iposition : TEXCOORD0,
float4 viewCoord : TEXCOORD1,
float2 Itexcoord : TEXCOORD2,
out float4 color : COLOR)
{
float4 projCoord = viewCoord / viewCoord.z;
projCoord = (projCoord + 1.0)*0.5;
float4 projCoord1 = projCoord;
float4 basecolor = tex2D(refMap, projCoord.xy)*0.95f;
color = basecolor ;
}
这是一个水面反射的片段代码,我实在不知道为什么float4 projCoord = viewCoord / viewCoord.z;要除以z, 如果把这一句去掉,水面就会变成无数个小的反射贴图。不知道为啥,大侠们救命啊。。 |
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