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() { //角度转弧度 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){ //这是方向光 L = normalize(U_LightPos.xyz); } else { //这是点光源 //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; }