基本信息
源码名称:Phong光照(lighting.frag)
源码大小:2.34KB
文件格式:.frag
开发语言:C/C++
更新时间:2020-10-22
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   源码介绍
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;
};