feat:3D multi dot

This commit is contained in:
2026-01-20 23:41:46 +08:00
parent 785b33b089
commit 523d8379b1
367 changed files with 162365 additions and 580 deletions

25
shaders/base.frag Normal file
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#version 330 core
in vec3 vNormal;
in vec3 vWorldPos;
out vec4 FragColor;
uniform vec3 uCameraPos;
uniform vec3 uLightDir;
uniform vec3 uColor;
float saturate(float x) { return clamp(x, 0.0, 1.0); }
void main() {
vec3 N = normalize(vNormal);
vec3 L = normalize(uLightDir);
vec3 V = normalize(uCameraPos - vWorldPos);
vec3 H = normalize(L + V);
float diff = saturate(dot(N, L));
float spec = pow(saturate(dot(N, H)), 24.0);
vec3 col = uColor * (0.35 + 0.65 * diff);
col += vec3(1.0) * spec * 0.10;
FragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}

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shaders/base.vert Normal file
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#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal;
out vec3 vNormal;
out vec3 vWorldPos;
uniform mat4 uMVP;
void main() {
vNormal = aNormal;
vWorldPos = aPos;
gl_Position = uMVP * vec4(aPos, 1.0);
}

63
shaders/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 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));
}
vec3 colorRamp(float t) {
if (t < 0.5) {
return mix(uColorLow, uColorMid, t / 0.5);
}
return mix(uColorMid, uColorHigh, (t - 0.5) / 0.5);
}
void main() {
float vC = texture(uHeightTex, vUV).r;
float t = value01(vC);
vec3 base = colorRamp(t);
float vL = texture(uHeightTex, vUV - vec2(uTexelSize.x, 0.0)).r;
float vR = texture(uHeightTex, vUV + vec2(uTexelSize.x, 0.0)).r;
float vD = texture(uHeightTex, vUV - vec2(0.0, uTexelSize.y)).r;
float vU = texture(uHeightTex, vUV + vec2(0.0, uTexelSize.y)).r;
float hL = value01(vL) * uHeightScale;
float hR = value01(vR) * uHeightScale;
float hD = value01(vD) * uHeightScale;
float hU = value01(vU) * uHeightScale;
float dx = max(1e-6, uPlaneSize.x * uTexelSize.x);
float dy = max(1e-6, uPlaneSize.y * uTexelSize.y);
float dHx = (hR - hL) / (2.0 * dx);
float dHy = (hU - hD) / (2.0 * dy);
vec3 N = normalize(vec3(-dHx, -dHy, -1.0));
vec3 L = normalize(uLightDir);
vec3 V = normalize(uCameraPos - vWorldPos);
vec3 H = normalize(L + V);
float diff = saturate(dot(N, L));
float spec = pow(saturate(dot(N, H)), 24.0);
vec3 col = base * (0.50 + 0.50 * diff);
col += vec3(1.0) * spec * 0.18;
FragColor = vec4(clamp(col, 0.0, 1.0), 1.0);
}

27
shaders/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 uMVP;
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 = uMVP * vec4(world, 1.0);
}