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uniform vec4 U_AmbientLightColor; uniform vec4 U_AmbientMaterial; uniform vec3 U_LightPos; 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() { //ambient vec4 ambientColor = U_AmbientLightColor * U_AmbientMaterial;
//diffuse vec3 N = normalize(V_Normal); vec3 L = normalize(U_LightPos); float diffuseIntensity = max(0.0, dot(L,N)); vec4 diffuseColor = U_DiffuseLightColor * U_DiffuseMaterial * diffuseIntensity;
//specular vec3 reflectDir = normalize(reflect(-L,N));//-L��������������ͨ��reflect���������ⷽ�� vec3 viewDir = normalize(U_EyePos - V_WorldPos); vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(viewDir,reflectDir)), 64.0);
gl_FragColor = ambientColor + diffuseColor + specularColor; }
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