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25 lines
684 B
25 lines
684 B
uniform sampler2D U_MainTexture;
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varying vec3 V_Normal;
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varying vec4 V_WorldPos;//µ±Ç°µÄλÖÃ
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varying vec2 V_Texcoord;
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void main() {
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vec3 lightPos = vec3(0.0, 10.0, 0.0);
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vec3 L=lightPos;
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L = normalize(L);
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vec3 n = normalize(V_Normal);
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//ambient
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vec4 AmbientLightColor = vec4(0.2, 0.2, 0.2, 1.0);
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vec4 AmbientMaterial = vec4(0.2, 0.2, 0.2, 1.0);
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vec4 AmbientColor = AmbientLightColor*AmbientMaterial;
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//diffuse
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vec4 DiffuseLightColor = vec4(1.0,1.0,1.0,1.0);
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vec4 DiffuseMaterial = vec4(0.8, 0.8, 0.8, 1.0);
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vec4 diffuseColor = DiffuseLightColor*DiffuseMaterial*max(0.0, dot(L,n));
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gl_FragColor = AmbientColor + texture2D(U_MainTexture, V_Texcoord) * diffuseColor;
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}
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