You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
97 lines
2.5 KiB
97 lines
2.5 KiB
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;
|
|
|
|
uniform sampler2D U_ShadowMap;
|
|
|
|
varying vec3 V_Normal;
|
|
varying vec3 V_WorldPos;
|
|
varying vec4 V_LightSpaceFragPos;
|
|
|
|
float CalculateShadow(){
|
|
vec3 fragPos = V_LightSpaceFragPos.xyz/V_LightSpaceFragPos.w;
|
|
fragPos = fragPos * 0.5 + vec3(0.5);
|
|
|
|
float depthInShadowMap = texture2D(U_ShadowMap, fragPos.xy).r;
|
|
float currentDepth = fragPos.z;
|
|
|
|
vec2 texelSize = 1.0/textureSize(U_ShadowMap, 0);
|
|
float shadow = 0;
|
|
for(int y = -1; y < 1; ++y){
|
|
for(int x = -1; x < 1; ++x){
|
|
float pcfDepth = texture2D(U_ShadowMap, fragPos.xy + texelSize * vec2(x,y)).r;
|
|
shadow += (currentDepth-0.001) > pcfDepth ? 1.0 : 0.0;
|
|
}
|
|
}
|
|
shadow/=9.0;
|
|
return shadow;
|
|
}
|
|
|
|
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;
|
|
|
|
vec4 color = ambientColor + diffuseColor * vec4(vec3(1.0 - CalculateShadow()),1.0);
|
|
|
|
|
|
gl_FragData[0] = color;
|
|
gl_FragData[1] = vec4(0.0);
|
|
}
|