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60 lines
1.8 KiB
60 lines
1.8 KiB
#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D U_Texture;
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uniform vec4 U_LightPos;
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uniform vec4 U_LightAmbient;
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uniform vec4 U_LightDiffuse;
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uniform vec4 U_LightSpecular;
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uniform vec4 U_AmbientMaterial;
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uniform vec4 U_DiffuseMaterial;
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uniform vec4 U_SpecularMaterial;
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uniform vec4 U_CameraPos;
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uniform vec4 U_LightOpt;
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varying vec4 V_Color;
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varying vec4 V_Normal;
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varying vec4 V_WorldPos;
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varying vec4 V_Texcoord;
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vec4 GetPointLight(){
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float distance=0.0;
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float constantFactor=1.0;
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float linearFactor=0.0;
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float quadricFactor=0.0;
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vec4 ambientColor=U_LightAmbient*U_AmbientMaterial;
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vec3 L=vec3(0.0,1.0,0.0)-V_WorldPos.xyz;
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distance=length(L);
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float attenuation=1.0/(constantFactor+linearFactor*distance+quadricFactor*quadricFactor*distance);
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L=normalize(L);
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vec3 n=normalize(V_Normal.xyz);
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float diffuseIntensity=max(0.0,dot(L,n));
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vec4 diffuseColor=vec4(1.0,1.0,1.0,1.0)*vec4(0.1,0.4,0.6,1.0)*diffuseIntensity*attenuation*2.0;
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return ambientColor+diffuseColor;
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}
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void main()
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{
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vec4 color=vec4(0.0,0.0,0.0,0.0);
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vec4 ambientColor=U_LightAmbient*U_AmbientMaterial;
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vec3 lightPos=U_LightPos.xyz;
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vec3 L=lightPos;
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L=normalize(L);
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vec3 n=normalize(V_Normal.xyz);
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float diffuseIntensity=max(0.0,dot(L,n));
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vec4 diffuseColor=U_LightDiffuse*U_DiffuseMaterial*diffuseIntensity;
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vec4 specularColor=vec4(0.0,0.0,0.0,0.0);
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if(diffuseIntensity!=0.0){
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vec3 reflectDir=normalize(reflect(-L,n));
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vec3 viewDir=normalize(U_CameraPos.xyz-V_WorldPos.xyz);
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specularColor=U_LightSpecular*U_SpecularMaterial*pow(max(0.0,dot(viewDir,reflectDir)),U_LightOpt.x);
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}
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if(U_LightOpt.w==1.0){
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color=ambientColor+diffuseColor*texture2D(U_Texture,V_Texcoord.xy)+specularColor;
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}else{
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color=ambientColor+diffuseColor+GetPointLight();
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color=color*texture2D(U_Texture,V_Texcoord.xy);
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}
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gl_FragData[0]=color;
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gl_FragData[1]=color;
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}
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