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LearnOpenGLProject/LearnOpenGL/assest/shader/2光照/2.4.1.光照贴图-镜面反射光不正常-手动强度.fs
2023-03-09 14:51:18 +08:00

51 lines
1.4 KiB
GLSL

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