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uniform sampler2D U_MainTexture; varying vec3 V_Normal; varying vec4 V_WorldPos;//��ǰ��λ�� varying vec2 V_Texcoord;
void main() {
vec3 lightPos = vec3(10.0, 10.0, 0.0); vec3 L=lightPos; L = normalize(L); vec3 n = normalize(V_Normal);
//ambient vec4 AmbientLightColor = vec4(0.2, 0.2, 0.2, 1.0); vec4 AmbientMaterial = vec4(0.2, 0.2, 0.2, 1.0); vec4 AmbientColor = AmbientLightColor*AmbientMaterial;
//diffuse vec4 DiffuseLightColor = vec4(1.0,1.0,1.0,1.0); vec4 DiffuseMaterial = vec4(0.8, 0.8, 0.8, 1.0); vec4 diffuseColor = DiffuseLightColor*DiffuseMaterial*max(0.0, dot(L,n));
//specular vec4 SpecularLightColor = vec4(1.0,1.0,1.0,1.0); vec4 SpecularMaterial = vec4(0.9,0.9,0.9,1.0); vec3 reflectDir = normalize(reflect(-L,n));//-L���ǹ��ߵ����䷽���������Է���Ϊ�������㷽ʽ���� vec3 viewDir = normalize(vec3(0.0) - V_WorldPos.xyz);//vec3(0.0)��ʾ������Ϊ�۲��㣬�����������۾����������������� vec4 specularColor = SpecularLightColor*SpecularMaterial*pow(max(0.0,dot(viewDir,reflectDir)),128.0);
//gl_FragColor = texture2D(U_MainTexture, V_Texcoord) * (AmbientColor + diffuseColor + specularColor); gl_FragColor = AmbientColor + texture2D(U_MainTexture, V_Texcoord) * diffuseColor + specularColor; }
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