颜色映射图例,规格尺寸修改
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@@ -6,6 +6,9 @@ out vec4 FragColor;
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uniform float uMinV;
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uniform float uMaxV;
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uniform vec3 uColorLow;
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uniform vec3 uColorMid;
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uniform vec3 uColorHigh;
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uniform sampler2D uDotTex;
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uniform int uHasData; // 0 = no data, 1 = has data
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uniform vec3 uCameraPos;
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@@ -18,14 +21,8 @@ float saturate(float x) { return clamp(x, 0.0, 1.0); }
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vec3 dataColorRamp(float t) {
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t = saturate(t);
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vec3 c0 = vec3(0.10, 0.75, 1.00); // cyan-blue (low)
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vec3 c1 = vec3(0.10, 0.95, 0.35); // green
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vec3 c2 = vec3(1.00, 0.92, 0.22); // yellow
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vec3 c3 = vec3(1.00, 0.22, 0.10); // red (high)
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if (t < 0.33) return mix(c0, c1, t / 0.33);
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if (t < 0.66) return mix(c1, c2, (t - 0.33) / 0.33);
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return mix(c2, c3, (t - 0.66) / 0.34);
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if (t < 0.5) return mix(uColorLow, uColorMid, t / 0.5);
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return mix(uColorMid, uColorHigh, (t - 0.5) / 0.5);
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0) {
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@@ -117,9 +114,8 @@ void main() {
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float value01 = clamp((vValue - uMinV) / max(1e-6, (uMaxV - uMinV)), 0.0, 1.0);
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vec3 dataCol = dataColorRamp(value01);
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// bool hasData = (uHasData != 0);
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// vec3 baseColor = hasData ? dataCol : metalBase;
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vec3 baseColor = metalBase;
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bool hasData = (uHasData != 0);
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vec3 baseColor = hasData ? dataCol : metalBase;
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// dataViz: flat/unlit, no lighting modulation (keep pure baseColor)
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if (uRenderMode == 1) {
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