我想要两个光源:一个定向光源和一个聚光灯。我似乎无法理解我做错了什么——可能不了解着色器是如何工作的!我得到第一盏灯很好,但没有迹象表明第二盏灯(又名聚光灯)的效果。这是我想出的片段着色器:
varying vec4 diffuse,ambientGlobal, ambient;
varying vec3 normal,lightDir,halfVector;
varying float dist;
void main()
{
vec3 n, halfV, viewV, ldir;
float NdotL, NdotHV;
vec4 color = ambientGlobal;
float att, spotEffect;
n = normalize(normal);
NdotL = max(dot(n,normalize(lightDir)),0.0);
if (NdotL > 0.0) {
att = 1.0 / (gl_LightSource[0].constantAttenuation +
gl_LightSource[0].linearAttenuation * dist +
gl_LightSource[0].quadraticAttenuation * dist * dist);
color += att * (diffuse * NdotL + ambient);
halfV = normalize(halfVector);
NdotHV = max(dot(n,halfV),0.0);
color += att * gl_FrontMaterial.specular * gl_LightSource[0].specular * pow(NdotHV,gl_FrontMaterial.shininess);
spotEffect = dot(normalize(gl_LightSource[1].spotDirection), normalize(-lightDir));
if (spotEffect > gl_LightSource[1].spotCosCutoff) {
spotEffect = pow(spotEffect, gl_LightSource[1].spotExponent);
att = spotEffect / (gl_LightSource[1].constantAttenuation +
gl_LightSource[1].linearAttenuation * dist +
gl_LightSource[1].quadraticAttenuation * dist * dist);
color += att * (diffuse * NdotL + ambient);
halfV = normalize(halfVector);
NdotHV = max(dot(n,halfV),0.0);
color += att * gl_FrontMaterial.specular * gl_LightSource[1].specular * pow(NdotHV,gl_FrontMaterial.shininess);
}
}
gl_FragColor = color;
}
PS:当然这是一个已经解决的问题....有人吗?