📄 phong.pix
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/**
Per-pixel Phong Shading
*/
/** Diffuse/ambient surface color */
uniform vec3 diffuseColor;
/** Specular surface color. Used for both glossy and perfect reflection. */
uniform vec3 specularColor;
/** Intensity of the diffuse term. */
uniform float diffuse;
/** Intensity of the specular term. */
uniform float specular;
/** Phong exponent; 100 = sharp highlight, 1 = broad highlight */
uniform float shine;
/** Intensity of perfect reflections */
uniform float reflect;
/** Unit world space direction to the (infinite, directional) light source */
uniform vec3 wsLight;
/** Color of the light source */
uniform vec3 lightColor;
/** Color of ambient light */
uniform vec3 ambientLightColor;
/** Environment cube map used for reflections */
uniform samplerCube environmentMap;
/** Modulates the environment map values to simulate darkness or increase
dynamic range when tone mapping*/
uniform vec3 environmentMapColor;
varying vec3 wsInterpolatedNormal;
varying vec3 wsInterpolatedEye;
void main() {
// Unit normal in world space
vec3 wsNormal = normalize(wsInterpolatedNormal);
// Unit vector from the pixel to the eye in world space
vec3 wsEye = normalize(wsInterpolatedEye);
// Unit vector giving the direction of perfect reflection into the eye
vec3 wsReflect = 2.0 * dot(wsEye, wsNormal) * wsNormal - wsEye;
// The "reflect" function is part of the GLSL specification but some NVIDIA drivers do not include it
//vec3 wsReflect = -reflect(wsEye, wsNormal);
gl_FragColor.rgb =
diffuse * diffuseColor * (ambientLightColor + (max(dot(wsNormal, wsLight), 0.0) * lightColor)) +
specular * specularColor * pow(max(dot(wsReflect, wsLight), 0.0), shine) * lightColor +
reflect * specularColor * textureCube(environmentMap, wsReflect).rgb;
}
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