#version 400 core subroutine vec4 SurfaceColor(); uniform sampler2D U_MainTexture; subroutine uniform SurfaceColor U_SurfaceColor; varying vec3 V_Normal; varying vec4 V_WorldPos;//当前的位置 varying vec2 V_Texcoord; subroutine (SurfaceColor) vec4 Ambient(){ //ambient vec4 AmbientLightColor = vec4(0.4, 0.4, 0.4, 1.0); vec4 AmbientMaterial = vec4(0.2, 0.2, 0.2, 1.0); vec4 AmbientColor = AmbientLightColor*AmbientMaterial; vec4 ret = AmbientColor; return ret; } subroutine (SurfaceColor) vec4 Diffuse(){ vec3 lightPos = vec3(10.0, 10.0, 0.0); vec3 L=lightPos; L = normalize(L); vec3 n = normalize(V_Normal); //ambient vec4 AmbientLightColor = vec4(0.4, 0.4, 0.4, 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)); vec4 ret = AmbientColor + texture2D(U_MainTexture, V_Texcoord) * diffuseColor; return ret; } subroutine (SurfaceColor) vec4 Specular(){ vec3 lightPos = vec3(10.0, 10.0, 0.0); vec3 L=lightPos; L = normalize(L); vec3 n = normalize(V_Normal); //ambient vec4 AmbientLightColor = vec4(0.4, 0.4, 0.4, 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就是光线的入射方向向量,以法线为基础计算方式向量 vec3 viewDir = normalize(vec3(0.0) - V_WorldPos.xyz);//vec3(0.0)表示已中心为观察点,这里求的是眼睛到物体的视线向量 vec4 specularColor = SpecularLightColor*SpecularMaterial*pow(max(0.0,dot(viewDir,reflectDir)),128.0); vec4 ret = AmbientColor + texture2D(U_MainTexture, V_Texcoord) * diffuseColor + specularColor; return ret; } void main() { gl_FragColor = U_SurfaceColor(); }