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43 lines
1.3 KiB
43 lines
1.3 KiB
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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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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//·½Ïò¹âË¥¼õ¼ÆËã
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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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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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}
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