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52 lines
1.3 KiB
52 lines
1.3 KiB
uniform vec4 U_AmbientLightColor;
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uniform vec4 U_AmbientMaterial;
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uniform vec4 U_LightPos;
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uniform vec4 U_DiffuseLightColor;
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uniform vec4 U_DiffuseMaterial;
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uniform vec3 U_EyePos;
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uniform vec4 U_SpecularLightColor;
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uniform vec4 U_SpecularMaterial;
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varying vec3 V_Normal;
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varying vec3 V_WorldPos;
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void main()
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{
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//ambient
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vec4 ambientColor = U_AmbientLightColor * U_AmbientMaterial;
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//diffuse
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vec3 L = vec3(0.0);
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float distance = 0.0;
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float attenuation = 1.0;
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//light attribute
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float constantFactor=0.5;
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float linearFactor=0.3;
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float expFactor=0.1;
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if(U_LightPos.w==0.0){
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//ÕâÊÇ·½Ïò¹â
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L = normalize(U_LightPos.xyz);
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} else {
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//ÕâÊǵã¹âÔ´
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//model point -> light pos
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L = normalize(U_LightPos.xyz - V_WorldPos);
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distance = length(U_LightPos.xyz - V_WorldPos);
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attenuation = 1.0 / (constantFactor + linearFactor * distance + expFactor * distance * distance);
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}
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vec3 N = normalize(V_Normal);
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float diffuseIntensity = max(0.0, dot(L,N));
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vec4 diffuseColor = U_DiffuseLightColor * U_DiffuseMaterial * diffuseIntensity * attenuation;
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//specular blin
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vec3 viewDir = normalize(U_EyePos - V_WorldPos);
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vec3 M = normalize(L + viewDir);
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vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(M,N)), 64.0) * attenuation;
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gl_FragColor = ambientColor + diffuseColor + specularColor;
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}
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