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