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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));
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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;
}