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Phong光照
#version 330 core
#define NUM_POINT_LIGHTS 4
struct Material
{
sampler2D diffuse;
sampler2D specular;
float shininess;
};
struct DirLight
{
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct PointLight
{
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
float constant;
float linear;
float quadratic;
};
uniform Material material;
uniform vec3 viewPos;
uniform DirLight dirLight;
uniform PointLight pointLights[NUM_POINT_LIGHTS];
in vec2 TexCoords;
in vec3 FragPos;
in vec3 Normal;
out vec4 FragColor;
vec3 calcDirLight(DirLight light, vec3 normal, vec3 viewDir);
vec3 calcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
void main()
{
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
vec3 result = calcDirLight(dirLight, norm, viewDir);
for (int i = 0; i < NUM_POINT_LIGHTS; i)
{
result = calcPointLight(pointLights[i], norm, FragPos, viewDir);
}
FragColor = vec4(result, 1.0);
}
vec3 calcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(-light.direction);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectDir = reflect(lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
return ambient diffuse specular;
}
vec3 calcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
float diff = max(dot(normal, lightDir), 0.0);
vec3 reflectDir = reflect(lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant light.linear * distance light.quadratic * (distance * distance));
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return ambient diffuse specular;
};