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.
 
 
 

102 lines
2.6 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;
float shadow = CalculateShadow();
vec4 color = vec4(0.0);
if(shadow > 0.0){
color = ambientColor + diffuseColor * vec4(vec3(0.0),1.0);
} else {
color = ambientColor + diffuseColor;
}
gl_FragData[0] = color;
gl_FragData[1] = vec4(0.0);
}