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https://gitcode.com/gh_mirrors/le/LearnOpenGLProject.git
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51 lines
1.4 KiB
GLSL
51 lines
1.4 KiB
GLSL
#version 330 core
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out vec4 FragColor;
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in vec3 Normal;
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in vec3 FragPos;
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in vec2 TexCoords;// 纹理坐标
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uniform vec3 viewPos;
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struct Material {
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sampler2D diffuse;// 纹理单元
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vec3 specular;// 镜面光照颜色分量依旧是手动设置
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float shininess;
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};
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uniform Material material;
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// 光照强度
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struct Light {
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vec3 position;
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vec3 ambient;
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vec3 diffuse;
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vec3 specular;
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};
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uniform Light light;
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void main()
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{
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// 环境光照分量
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float ambientStrength = 0.1;
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// 从漫反射纹理读取颜色分量
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vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
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// 漫反射光照分量
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vec3 norm = normalize(Normal);
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vec3 lightDir = normalize(light.position - FragPos);
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float diff = max(dot(norm, lightDir), 0.0); // 得到光源对当前片段实际的漫反射影响
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vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));// 从漫反射纹理读取颜色分量
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// 镜面光照分量
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float specularStrength = 0.5;
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vec3 viewDir = normalize(viewPos - FragPos); // 是观察者方向,不是观察者看向的方向
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vec3 reflectDir = reflect(-lightDir, norm);
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float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);// 光源对当前片段的镜面光影响
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vec3 specular = light.specular * (spec * material.specular); // 手动设置的镜面光照颜色分量
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vec3 result = (ambient + diffuse + specular) ;
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FragColor = vec4(result, 1.0);
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} |