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uniform vec4 U_AmbientLightColor; uniform vec4 U_AmbientMaterial; uniform vec4 U_LightPos; uniform vec4 U_LightDirection; uniform float U_Cutoff; uniform vec4 U_DiffuseLightColor; uniform vec4 U_DiffuseMaterial; uniform vec3 U_EyePos; uniform vec4 U_SpecularLightColor; uniform vec4 U_SpecularMaterial;
varying vec3 V_Normal; varying vec3 V_WorldPos;
void main() { //�Ƕ�ת���� float radianCutoff = U_Cutoff * 3.14 / 180;
float cosThta = cos(radianCutoff); vec3 spotLightDirection = normalize(U_LightDirection.xyz);
//ambient vec4 ambientColor = U_AmbientLightColor * U_AmbientMaterial;
//diffuse vec3 L = vec3(0.0); float distance = 0.0;
float attenuation = 1.0;
//light attribute float constantFactor=0.5; float linearFactor=0.3; float expFactor=0.1;
if(U_LightPos.w==0.0){ //���Ƿ����� L = normalize(U_LightPos.xyz); } else { //���ǵ���Դ //model point -> light pos L = normalize(U_LightPos.xyz - V_WorldPos); distance = length(U_LightPos.xyz - V_WorldPos); attenuation = 1.0 / (constantFactor + linearFactor * distance + expFactor * distance * distance); }
L = normalize(-L);
vec3 N = normalize(V_Normal);
float currentCosThta = max(0.0, dot(L,spotLightDirection));
float diffuseIntensity = 0.0;
if(currentCosThta > cosThta){ diffuseIntensity = pow(currentCosThta, U_LightDirection.w); } vec4 diffuseColor = U_DiffuseLightColor * U_DiffuseMaterial * diffuseIntensity * attenuation *4.0;
gl_FragColor = ambientColor + diffuseColor; }
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