You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
uniform vec4 U_AmbientLightColor; uniform vec4 U_AmbientMaterial; uniform vec4 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 L = vec3(0.0); if(U_LightPos.w==0.0){ //���Ƿ����� L = normalize(U_LightPos.xyz); } else { //���ǵ���Դ //model point -> light pos } vec3 N = normalize(V_Normal); 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; }
|