这是我在这里的第一篇文章,但我正在努力解决这个问题。下面的代码是我的片段着色器,用于一个非常简单的 Opengl es 2.0 应用程序。顶点着色器正在做所有的日常工作。问题在于镜面高光,它执行的计算似乎是基于每个顶点,而不是每个片段。如果有人能向我解释为什么会发生这种情况,我将不胜感激。谢谢。
顺便说一句,我很抱歉代码效率低下,我只是回到照明的基础知识来尝试跟踪这个问题。
precision highp float;
struct DirectionLight
{
vec4 Ambient;
vec4 Diffuse;
vec4 Specular;
};
struct Material
{
vec4 Ambient;
vec4 Diffuse;
vec4 Specular;
float SpecularExponent;
};
const float c_zero = 0.0;
const float c_one = 1.0;
uniform DirectionLight u_directionLight;
uniform Material u_material;
uniform sampler2D u_texture;
uniform vec3 u_lightPosition;
uniform vec3 u_eyePosition;
varying vec3 v_position;
varying vec3 v_normal;
varying vec2 v_texCoord;
void main()
{
vec4 totalLight = vec4(c_zero, c_zero, c_zero, c_zero);
vec4 ambient = vec4(c_zero, c_zero, c_zero, c_zero);
vec4 diffuse = vec4(c_zero, c_zero, c_zero, c_zero);
vec4 specular = vec4(c_zero, c_zero, c_zero, c_zero);
vec3 halfPlane = vec3(c_zero, c_zero, c_zero);
halfPlane = normalize(u_eyePosition + u_lightPosition);
float distance = length(u_lightPosition - v_position);
float attenuation = c_one / (c_one + (0.1 * distance) + (0.01 * distance * distance));
vec3 lightVector = normalize(u_lightPosition - v_position);
float ndotl = max(dot(v_normal, lightVector), 0.1);
float ndoth = max(dot(v_normal, halfPlane), 0.1);
ambient = u_directionLight.Ambient * u_material.Ambient;
diffuse = ndotl * u_directionLight.Diffuse * u_material.Diffuse;
if(ndoth > c_zero)
{
specular = pow(ndoth, u_material.SpecularExponent) * u_directionLight.Specular * u_material.Specular;
}
totalLight = ambient + ((diffuse + specular) * attenuation);
gl_FragColor = totalLight;// * (texture2D(u_texture, v_texCoord));
}