#version 130
in vec4 vVertex;
in vec3 vNormal;
uniform vec4 ambientColor;
uniform vec4 diffuseColor;
uniform vec4 specularColor;
uniform vec3 vLightPosition;
uniform mat4 mvpMatrix;
uniform mat4 mvMatrix;
uniform mat3 normalMatrix;
// Color to fragment program
smooth out vec4 vVaryingColor;
void main(void)
{
vec3 vEyeNormal = normalMatrix * vNormal;
vec4 vPosition4 = mvMatrix * vVertex;
vec3 vPosition3 = vPosition4.xyz / vPosition4.w;
vec3 vLightDir = normalize(vLightPosition - vPosition3);
float diff = max(0.0, dot(vEyeNormal, vLightDir));
vVaryingColor = diff * diffuseColor;
vVaryingColor += ambientColor;
vec3 vReflection = normalize(reflect(-vLightDir, vEyeNormal));
float spec = max(0.0, dot(vEyeNormal, vReflection));
if(diff != 0)
{
float fSpec = pow(spec, 128.0);
vVaryingColor.rgb += vec3(fSpec, fSpec, fSpec);
}
gl_Position = mvpMatrix * vVertex;
}
ADSGouraud.vp
最新推荐文章于 2021-04-05 13:25:09 发布