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44 lines
1.4 KiB
44 lines
1.4 KiB
#ifdef GL_ES
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precision mediump float;
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#endif;
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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 ViewMatrix;
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uniform mat4 ProjectionMatrix;
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uniform mat4 IT_ModelMatrix;
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uniform vec4 U_AmbientMaterial;
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uniform vec4 U_AmbientLight;
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uniform vec4 U_LightPos;
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uniform vec4 U_DiffuseMaterial;
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uniform vec4 U_DiffuseLight;
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uniform vec4 U_CameraPos;
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uniform vec4 U_SpecularMaterial;
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uniform vec4 U_SpecualrLight;
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varying vec4 V_Color;
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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 L = normalize(U_LightPos.xyz - vec3(0));
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vec3 n = normalize((IT_ModelMatrix * normal).xyz);
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float diffuseIntensity = max(0.0, dot(L,n));
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vec4 diffuseColor = U_DiffuseMaterial * U_DiffuseLight * diffuseIntensity;
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//spacular
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vec4 specularColor = vec4(0.0, 0.0, 0.0, 0.0);
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if(diffuseIntensity > 0) {
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vec3 L = normalize(U_LightPos.xyz - vec3(0)); //ÈëÉä¹âÏß
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vec3 worldPos = (ModelMatrix * position).xyz;
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vec3 vd = normalize(U_CameraPos.xyz - worldPos);
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vec3 halfVector = normalize(L+vd);
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float specularIntensity = pow(max(0.0, dot(halfVector, n)),4.0);
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specularColor = U_SpecularMaterial * U_SpecualrLight * specularIntensity;
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}
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V_Color = ambientColor + diffuseColor + specularColor;
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gl_Position = ProjectionMatrix * ViewMatrix * ModelMatrix * position;
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}
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