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70 lines
1.8 KiB
70 lines
1.8 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_LightDirection;
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uniform float U_Cutoff;
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uniform float U_DiffuseIntensity;
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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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//common
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vec3 N = normalize(V_Normal);
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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 attenuation = 1.0;
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float diffuseIntensity = 0.0;
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if(U_LightPos.w != 0){// 点光
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L = normalize(U_LightPos.xyz - V_WorldPos);
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float distance = length(U_LightPos.xyz - V_WorldPos);
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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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attenuation = 1.0 / (constantFactor + linearFactor * distance + expFactor * distance * distance);
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if( U_Cutoff > 0){//聚光
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//角度转弧度
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float radianCutoff = U_Cutoff * 3.14 / 180;
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float cosThta = cos(radianCutoff);
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vec3 spotLightDirection = normalize(U_LightDirection.xyz);
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float currentThta = max(0.0, dot(-L, spotLightDirection));
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if(currentThta > cosThta){
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if(dot(L,N)>0.0)
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{
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diffuseIntensity=pow(currentThta,U_LightDirection.w);
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}
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}
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} else {
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diffuseIntensity = max(0.0, dot(L,N));
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}
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} else {
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// 平行光
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L = normalize(U_LightPos.xyz - vec3(0.0));
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diffuseIntensity = max(0.0, dot(L,N));
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}
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vec4 diffuseColor = U_DiffuseLightColor * U_DiffuseMaterial * attenuation * diffuseIntensity * U_DiffuseIntensity;
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//specualr
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vec3 RD = normalize(reflect(-L,N));
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vec3 VD = normalize(U_EyePos - V_WorldPos);
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vec4 specularColor = U_SpecularLightColor * U_SpecularMaterial * pow(max(0.0, dot(RD,VD)) ,128);
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gl_FragColor = ambientColor + diffuseColor;
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}
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