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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;
}