Phong光照
#version 330 core#define NUM_POINT_LIGHTS 4struct Material{sampler2D diffuse;sampler2D specular;float shininess;};struct DirLight{vec3 direction;vec3 ambient;vec3 diffuse;vec3 specular;};struct PointLight{vec3 position;vec3 ambient;vec3 diffuse;vec3 specular;float constant;float linear;float quadratic;};uniform Material material;uniform vec3 viewPos;uniform DirLight dirLight;uniform PointLight pointLights[NUM_POINT_LIGHTS];in vec2 TexCoords;in vec3 FragPos;in vec3 Normal;out vec4 FragColor;vec3 calcDirLight(DirLight light, vec3 normal, vec3 viewDir);vec3 calcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir);void main(){vec3 norm = normalize(Normal);vec3 viewDir = normalize(viewPos - FragPos);vec3 result = calcDirLight(dirLight, norm, viewDir);for (int i = 0; i < NUM_POINT_LIGHTS; i){result = calcPointLight(pointLights[i], norm, FragPos, viewDir);}FragColor = vec4(result, 1.0);}vec3 calcDirLight(DirLight light, vec3 normal, vec3 viewDir){vec3 lightDir = normalize(-light.direction);float diff = max(dot(normal, lightDir), 0.0);vec3 reflectDir = reflect(lightDir, normal);float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));return ambient diffuse specular;}vec3 calcPointLight(PointLight light, vec3 normal, vec3 fragPos, vec3 viewDir){vec3 lightDir = normalize(light.position - fragPos);float diff = max(dot(normal, lightDir), 0.0);vec3 reflectDir = reflect(lightDir, normal);float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords));vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords));vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));float distance = length(light.position - fragPos);float attenuation = 1.0 / (light.constant light.linear * distance light.quadratic * (distance * distance));ambient *= attenuation;diffuse *= attenuation;specular *= attenuation;return ambient diffuse specular;};
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