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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;
varying vec3 V_Normal;
varying vec3 V_WorldPos;
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;
}