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justhomework/OpenGL/lab2/src/tex.fs

140 lines
4.4 KiB
GLSL

#version 330 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct DirLight {
vec3 direction;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct PointLight {
vec3 position;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
struct SpotLight {
vec3 position;
vec3 direction;
float cutOff;
float outerCutOff;
float constant;
float linear;
float quadratic;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
in vec3 FragPos;
in vec3 Normal;
in vec2 TexCoord;
uniform sampler2D tex;
uniform vec3 viewPos;
//直射光
uniform DirLight dirLight;
//点光源
uniform PointLight pointLight;
//材质
uniform Material material;
out vec4 FragColor;
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir);
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir);
void main() {
vec3 norm = normalize(Normal);
vec3 viewDir = normalize(viewPos - FragPos);
// 第一阶段:定向光照
vec3 result = CalcDirLight(dirLight, norm, viewDir);
// 第二阶段:点光源
result += CalcPointLight(pointLight, norm, FragPos, viewDir);
if (texture(tex, TexCoord).a < 0.7)
discard;
FragColor = vec4(result,1.0) * texture(tex, TexCoord);
}
// calculates the color when using a directional light.
vec3 CalcDirLight(DirLight light, vec3 normal, vec3 viewDir)
{
vec3 lightDir = normalize(-light.direction);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// combine results
vec3 ambient = light.ambient * material.ambient * vec3(texture(tex, TexCoord));
vec3 diffuse = light.diffuse * diff *material.diffuse * vec3(texture(tex, TexCoord));
vec3 specular = light.specular * spec * material.specular * vec3(texture(tex, TexCoord));
return (ambient + diffuse + specular);
}
// calculates the color when using a point light.
vec3 CalcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
// combine results
vec3 ambient = light.ambient * material.ambient * vec3(texture(tex, TexCoord));
vec3 diffuse = light.diffuse * diff *material.diffuse * vec3(texture(tex, TexCoord));
vec3 specular = light.specular * spec * material.specular * vec3(texture(tex, TexCoord));
ambient *= attenuation;
diffuse *= attenuation;
specular *= attenuation;
return (ambient + diffuse + specular);
}
// calculates the color when using a spot light.
vec3 CalcSpotLight(SpotLight light, vec3 normal, vec3 fragPos, vec3 viewDir)
{
vec3 lightDir = normalize(light.position - fragPos);
// diffuse shading
float diff = max(dot(normal, lightDir), 0.0);
// specular shading
vec3 reflectDir = reflect(-lightDir, normal);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
// attenuation
float distance = length(light.position - fragPos);
float attenuation = 1.0 / (light.constant + light.linear * distance + light.quadratic * (distance * distance));
// spotlight intensity
float theta = dot(lightDir, normalize(-light.direction));
float epsilon = light.cutOff - light.outerCutOff;
float intensity = clamp((theta - light.outerCutOff) / epsilon, 0.0, 1.0);
// combine results
vec3 ambient = light.ambient * material.ambient * vec3(texture(tex, TexCoord));
vec3 diffuse = light.diffuse * diff *material.diffuse * vec3(texture(tex, TexCoord));
vec3 specular = light.specular * spec * material.specular * vec3(texture(tex, TexCoord));
ambient *= attenuation * intensity;
diffuse *= attenuation * intensity;
specular *= attenuation * intensity;
return (ambient + diffuse + specular);
}