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uniform sampler2D U_MainTexture;
varying vec3 V_Normal;
varying vec4 V_WorldPos;//当前的位置
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);
//gl_FragColor = texture2D(U_MainTexture, V_Texcoord) * (AmbientColor + diffuseColor + specularColor);
gl_FragData[0] = AmbientColor + texture2D(U_MainTexture, V_Texcoord) * diffuseColor + specularColor;
gl_FragData[1] = vec4(1.0);
}