#ifdef GL_ES precision mediump float; #endif uniform vec4 U_AmbientMaterial; uniform vec4 U_AmbientLight; uniform vec4 U_LightPos; uniform vec4 U_DiffuseMaterial; uniform vec4 U_DiffuseLight; uniform vec4 U_CameraPos; uniform vec4 U_SpecularMaterial; uniform vec4 U_SpecularLight; varying vec4 V_Normal; varying vec4 V_WorldPos; void main() { //ambient vec4 ambirntColor = U_AmbientMaterial*U_AmbientLight; //diffuse vec3 L = normalize(U_LightPos.xyz - vec3(0)); vec3 n = normalize(V_Normal.xyz); float diffuseIntensity = max(0.0, dot(L,n)); vec4 diffuseColor = U_DiffuseMaterial * U_DiffuseLight * diffuseIntensity; //specular vec4 specularColor = vec4(0); if(diffuseIntensity > 0.0) { vec3 sL = normalize(vec3(0) - U_LightPos.xyz); //ΘλΙδΉβΟί vec3 rd = normalize(reflect(sL, n)); vec3 vd = normalize((U_CameraPos - V_WorldPos).xyz); float specularIntensity = pow(max(0.0, dot(vd, rd)),32.0); specularColor = U_SpecularMaterial * U_SpecularLight * specularIntensity; } gl_FragColor=ambirntColor + diffuseColor + specularColor; }