uniform vec4 U_AmbientLightColor; uniform vec4 U_AmbientMaterial; uniform vec4 U_LightPos; uniform vec4 U_LightDirection; uniform float U_Cutoff; uniform float U_DiffuseIntensity; 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() { //common vec3 N = normalize(V_Normal); //ambient vec4 ambientColor = U_AmbientLightColor * U_AmbientMaterial; //diffuse vec3 L = vec3(0.0); float attenuation = 1.0; float diffuseIntensity = 0.0; if(U_LightPos.w != 0){// 点光 L = normalize(U_LightPos.xyz - V_WorldPos); float distance = length(U_LightPos.xyz - V_WorldPos); float constantFactor=0.5; float linearFactor=0.3; float expFactor=0.1; attenuation = 1.0 / (constantFactor + linearFactor * distance + expFactor * distance * distance); if( U_Cutoff > 0){//聚光 //角度转弧度 float radianCutoff = U_Cutoff * 3.14 / 180; float cosThta = cos(radianCutoff); vec3 spotLightDirection = normalize(U_LightDirection.xyz); float currentThta = max(0.0, dot(-L, spotLightDirection)); if(currentThta > cosThta){ if(dot(L,N)>0.0) { diffuseIntensity=pow(currentThta,U_LightDirection.w); } } } else { diffuseIntensity = max(0.0, dot(L,N)); } } else { // 平行光 L = normalize(U_LightPos.xyz - vec3(0.0)); diffuseIntensity = max(0.0, dot(L,N)); } vec4 diffuseColor = U_DiffuseLightColor * U_DiffuseMaterial * attenuation * diffuseIntensity * U_DiffuseIntensity; //specualr vec3 RD = normalize(reflect(-L,N)); vec3 VD = normalize(U_EyePos - V_WorldPos); vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(RD,VD)) ,128); gl_FragColor = ambientColor + diffuseColor + specularColor; }