uniform vec4 U_AmbientMaterial; uniform vec4 U_AmbientLight; uniform vec4 U_DiffuseMaterial; uniform vec4 U_DiffuseLight; uniform vec4 U_SpecularMaterial; uniform vec4 U_SpecularLight; uniform vec4 U_LightPos; uniform vec4 U_CameraPos; uniform vec4 U_LightDirection; uniform vec4 U_LightOption; varying vec4 V_Normal; varying vec4 V_WorldPos; void main(){ //ambient vec4 ambientColor = U_AmbientMaterial * U_AmbientLight; //diffuse vec3 n = normalize(V_Normal.xyz); vec3 l = normalize(U_LightPos.xyz - V_WorldPos.xyz); float duffuseIntensity = max(0.0, dot(l,n)); //¾Û¹â¼ÆËã float attenuation = 1.0; float distance = 0; float constantFactor = 0.5; float linearFactor = 0.3; float expFactor = 0.1; distance =length(U_LightPos.xyz - V_WorldPos.xyz); attenuation = 1.0 / (constantFactor + linearFactor*distance + expFactor*distance*distance); if(duffuseIntensity > 0){ vec3 spot_direction = normalize(U_LightDirection.xyz); float currentCosThta = max(0.0, dot(-l, spot_direction)); float radianCutoff = U_LightDirection.w * 3.14 / 180; float cosThta = cos(radianCutoff); if(currentCosThta > cosThta) { duffuseIntensity = pow(currentCosThta, U_LightOption.x)*U_LightOption.y; } else { duffuseIntensity = 0.0; } } vec4 duffuseColor = U_DiffuseMaterial * U_DiffuseLight * duffuseIntensity * attenuation; //specular vec4 specularColor = vec4(0); if(duffuseIntensity > 0){ vec3 rd = normalize(reflect(-l,n)); vec3 vd = normalize((U_CameraPos - V_WorldPos).xyz); float specularIntensity = pow(max(0.0,dot(vd,rd)), 128); specularColor = U_SpecularMaterial * U_SpecularLight * specularIntensity; } gl_FragColor = ambientColor + duffuseColor + specularColor; }