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是入射光向量,通过reflect函数求到反射光方向 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; }