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); 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); } vec3 N = normalize(V_Normal); float diffuseIntensity = max(0.0, dot(L,N)); vec4 diffuseColor = U_DiffuseLightColor * U_DiffuseMaterial * diffuseIntensity * attenuation; //specular blin vec3 viewDir = normalize(U_EyePos - V_WorldPos); vec3 M = normalize(L + viewDir); vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(M,N)), 64.0) * attenuation; gl_FragColor = ambientColor + diffuseColor + specularColor; }