漫反射贴图 DiffuseMap
镜面光贴图 SpecularMap
放射光贴图Emission Map
片元着色器代码:
#version 330 core
out vec4 FragColor;
in vec3 Normal;
in vec3 FragPos;
in vec2 TexCoords;
struct Material {
sampler2D diffuse;//漫反射贴图
sampler2D specular;//镜面光贴图
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform vec3 viewPos;
uniform Material material;
uniform Light light;
void main()
{
// ambient环境光
vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));
// diffuse 漫反射 应该将发现转换到世界空间 使用法线矩阵
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));
//镜面反射
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0), material.shininess);
vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));
vec3 result = (ambient + diffuse + specular);
FragColor = vec4(result, 1.0);
}