ubuntu20
4 years ago
4 changed files with 80 additions and 16 deletions
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uniform vec4 U_AmbientMaterial; |
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uniform vec4 U_AmbientLight; |
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uniform vec4 U_DiffuseMaterial; |
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uniform vec4 U_DiffuseLight; |
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uniform vec4 U_SpecularMaterial; |
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uniform vec4 U_SpecularLight; |
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uniform vec4 U_LightPos; |
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uniform vec4 U_CameraPos; |
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uniform vec4 U_LightDirection; |
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uniform vec4 U_LightOption; |
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varying vec4 V_Normal; |
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varying vec4 V_WorldPos; |
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void main(){ |
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//ambient |
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vec4 ambientColor = U_AmbientMaterial * U_AmbientLight; |
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//diffuse |
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vec3 n = normalize(V_Normal.xyz); |
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vec3 l = normalize(U_LightPos.xyz - V_WorldPos.xyz); |
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float duffuseIntensity = max(0.0, dot(l,n)); |
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//¾Û¹â¼ÆËã |
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float attenuation = 1.0; |
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float distance = 0; |
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float constantFactor = 0.5; |
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float linearFactor = 0.3; |
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float expFactor = 0.1; |
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distance =length(U_LightPos.xyz - V_WorldPos.xyz); |
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attenuation = 1.0 / (constantFactor + linearFactor*distance + expFactor*distance*distance); |
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if(duffuseIntensity > 0){ |
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vec3 spot_direction = normalize(U_LightDirection.xyz); |
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float currentCosThta = max(0.0, dot(-l, spot_direction)); |
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float radianCutoff = U_LightDirection.w * 3.14 / 180; |
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float cosThta = cos(radianCutoff); |
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if(currentCosThta > cosThta) { |
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duffuseIntensity = pow(currentCosThta, U_LightOption.x)*U_LightOption.y; |
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} else { |
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duffuseIntensity = 0.0; |
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} |
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} |
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vec4 duffuseColor = U_DiffuseMaterial * U_DiffuseLight * duffuseIntensity * attenuation; |
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//specular |
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vec4 specularColor = vec4(0); |
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if(duffuseIntensity > 0){ |
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vec3 rd = normalize(reflect(-l,n)); |
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vec3 vd = normalize((U_CameraPos - V_WorldPos).xyz); |
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float specularIntensity = pow(max(0.0,dot(vd,rd)), 128); |
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specularColor = U_SpecularMaterial * U_SpecularLight * specularIntensity; |
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} |
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gl_FragColor = ambientColor + duffuseColor + specularColor; |
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} |
@ -0,0 +1,14 @@ |
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attribute vec4 position; |
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attribute vec4 texcoord; |
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attribute vec4 normal; |
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uniform mat4 ModelMatrix; |
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uniform mat4 ProjectionMatrix; |
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uniform mat4 ViewMatrix; |
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uniform mat4 IT_ModelMatrix; |
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varying vec4 V_Normal; |
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varying vec4 V_WorldPos; |
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void main(){ |
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V_WorldPos = ModelMatrix * position; |
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V_Normal = IT_ModelMatrix * normal; |
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gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * position; |
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} |
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