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uniform vec4 U_AmbientLightColor;
uniform vec4 U_AmbientMaterial;
uniform vec3 U_LightPos;
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()
{
//ambient
vec4 ambientColor = U_AmbientLightColor * U_AmbientMaterial;
//diffuse
vec3 N = normalize(V_Normal);
vec3 L = normalize(U_LightPos);
float diffuseIntensity = max(0.0, dot(L,N));
vec4 diffuseColor = U_DiffuseLightColor * U_DiffuseMaterial * diffuseIntensity;
//specular
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
vec3 viewDir = normalize(U_EyePos - V_WorldPos);
vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(viewDir,reflectDir)), 64.0);
gl_FragColor = ambientColor + diffuseColor + specularColor;
}