代码拉取完成,页面将自动刷新
// Fragment shader:
// ================
#version 330 core
out vec4 FragColor;
in vec3 LightingColor;
uniform vec3 objectColor;
void main()
{
FragColor = vec4(LightingColor * objectColor, 1.0);
}
/*
So what do we see?
You can see (for yourself or in the provided image) the clear distinction of the two triangles at the front of the
cube. This 'stripe' is visible because of fragment interpolation. From the example image we can see that the top-right
vertex of the cube's front face is lit with specular highlights. Since the top-right vertex of the bottom-right triangle is
lit and the other 2 vertices of the triangle are not, the bright values interpolates to the other 2 vertices. The same
happens for the upper-left triangle. Since the intermediate fragment colors are not directly from the light source
but are the result of interpolation, the lighting is incorrect at the intermediate fragments and the top-left and
bottom-right triangle collide in their brightness resulting in a visible stripe between both triangles.
This effect will become more apparent when using more complicated shapes.
*/
此处可能存在不合适展示的内容,页面不予展示。您可通过相关编辑功能自查并修改。
如您确认内容无涉及 不当用语 / 纯广告导流 / 暴力 / 低俗色情 / 侵权 / 盗版 / 虚假 / 无价值内容或违法国家有关法律法规的内容,可点击提交进行申诉,我们将尽快为您处理。