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39 lines
1.0 KiB
39 lines
1.0 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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if(U_LightPos.w==0.0){
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//这是方向光
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L = normalize(U_LightPos.xyz);
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} else {
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//这是点光源
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//model point -> light pos
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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;
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//specular
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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
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vec3 viewDir = normalize(U_EyePos - V_WorldPos);
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vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(viewDir,reflectDir)), 64.0);
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gl_FragColor = ambientColor + diffuseColor + specularColor;
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}
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