This commit is contained in:
2026-02-24 17:29:48 +08:00
parent 26e00f9fea
commit 205fb2da8c
6 changed files with 227 additions and 14 deletions

27
shader/heatmap.frag Normal file
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#version 330 core
in vec2 vUV;
in vec3 vWorldPos;
out vec4 FragColor;
uniform sampler2D uHeightTex;
uniform float uMinV;
uniform float uMaxV;
uniform float uHeightScale;
uniform vec2 uTexelSize;
uniform vec2 uPlaneSize;
uniform vec3 uCameraPos;
uniform vec3 uLightDir;
uniform vec3 uColorZero;
uniform vec3 uColorLow;
uniform vec3 uColorMid;
uniform vec3 uColorHigh;
float saturate(float x) {
return clamp(x, 0.0, 1.0);
}
float value01(float v) {
return saturate((v - uMinV) / max(uMaxV - uMinV, 1e-6));
}
float maxNeighborValue(vec2 uv)

28
shader/heatmap.vert Normal file
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#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aUV;
out vec2 vUV;
out vec3 vWorldPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform sampler2D uHeightTex;
uniform float uMinV;
uniform float uMaxV;
uniform float uHeightScale;
uniform float uBaseZ;
float value01(float v) {
return clamp((v - uMinV) / max(uMaxV - uMinV, 1e-6), 0.0, 1.0);
}
void main() {
vUV = aUV;
float v = texture(uHeightTex, aUV).r;
float h = value01(v) * uHeightScale;
vec3 world = aPos + vec3(0.0, 0.0, uBaseZ + h);
vWorldPos = world;
gl_Position = projection * view * model * vec4(world, 1.0);
}

29
shader/panel.frag Normal file
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#version 330 core
in vec3 vWorldPos;
in vec3 vWorldNormal;
out vec4 FragColor;
uniform bool uLightMode;
void main() {
vec3 N = normalize(vWorldNormal);
float isTop = step(0.75, N.y);
vec3 topBase;
vec3 sideBase;
if (uLightMode) {
// 浅色主题 偏亮的工业灰
topBase = vec3(0.78, 0.80, 0.84);
sideBase = vec3(0.68, 0.70, 0.74);
}
else {
// 深色主题 偏暗的工业灰
topBase = vec3(0.30, 0.31, 0.32);
sideBase = vec3(0.27, 0.28, 0.29);
}
vec3 baseColor = mix(sideBase, topBase, isTop);
FragColor = vec4(clamp(baseColor, 0.0, 1.0), 1.0);
}

19
shader/panel.vert Normal file
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#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aN;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec3 vWorldPos;
out vec3 vWorldNormal;
void main() {
vec4 worldPos = model * vec4(aPos, 1.0);
mat3 normalMat = transpose(inverse(mat3(model)));
vWorldPos = worldPos.xyz;
vWorldNormal = normalize(normalMat * aN);
gl_Position = projection * view * worldPos;
}