uniform int uisShadow;//是否绘制阴影 uniform mat4 uMVPMatrix; //总变换矩阵 uniform mat4 uMMatrix; //变换矩阵 uniform mat4 uMCameraMatrix; //摄像机矩阵 uniform mat4 uMProjMatrix; //投影矩阵 uniform vec3 uLightLocation; //光源位置 uniform vec3 uCamera; //摄像机位置 uniform vec3 uplaneN;//需要影子平面的法向量 uniform vec3 uplaneA;//需要影子平面的一个点 attribute vec3 aPosition; //顶点位置 attribute vec3 aNormal; //顶点法向量 attribute vec2 aTexCoor; //顶点纹理坐标 varying vec2 vTextureCoord; //用于传递给片元着色器的变量 varying vec4 vambient; varying vec4 vdiffuse; varying vec4 vspecular; varying vec4 vfragLosition; //定位光光照计算的方法 void pointLight( //定位光光照计算的方法 in vec3 normal, //法向量 inout vec4 vambient, //环境光最终强度 inout vec4 vdiffuse, //散射光最终强度 inout vec4 vspecular, //镜面光最终强度 in vec3 ulightLocation, //光源位置 in vec4 lightAmbient, //环境光强度 in vec4 lightDiffuse, //散射光强度 in vec4 lightSpecular //镜面光强度 ){ vambient=lightAmbient; //直接得出环境光的最终强度 vec3 normalTarget=aPosition+normal; //计算变换后的法向量 vec3 newNormal=(uMMatrix*vec4(normalTarget,1)).xyz-(uMMatrix*vec4(aPosition,1)).xyz; newNormal=normalize(newNormal); //对法向量规格化 //计算从表面点到摄像机的向量 vec3 eye= normalize(uCamera-(uMMatrix*vec4(aPosition,1)).xyz); //计算从表面点到光源位置的向量vp vec3 vp= normalize(ulightLocation-(uMMatrix*vec4(aPosition,1)).xyz); vp=normalize(vp);//格式化vp vec3 halfVector=normalize(vp+eye); //求视线与光线的半向量 float shininess=50.0; //粗糙度,越小越光滑 float nDotViewPosition=max(0.0,dot(newNormal,vp)); //求法向量与vp的点积与0的最大值 vdiffuse=lightDiffuse*nDotViewPosition; //计算散射光的最终强度 float nDotViewHalfVector=dot(newNormal,halfVector); //法线与半向量的点积 float powerFactor=max(0.0,pow(nDotViewHalfVector,shininess)); //镜面反射光强度因子 vspecular=lightSpecular*powerFactor; //计算镜面光的最终强度 } void main() { if(uisShadow==1) {//若为阴影绘制则根据公式进行投影计算 vec3 A=uplaneA;//vec3(0.0,0.05,0.0); vec3 n=uplaneN;//vec3(0.0,1.0,0.0); vec3 S=uLightLocation; vec3 V=(uMMatrix*vec4(aPosition,1)).xyz; vec3 VL=S+(V-S)*(dot(n,(A-S))/dot(n,(V-S))); vfragLosition= uMProjMatrix*uMCameraMatrix*vec4(VL,1); //根据总变换矩阵计算此次绘制此顶点位置 gl_Position=vfragLosition; vec4 ambientTemp=vec4(0.0,0.0,0.0,0.0); vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0); vec4 specularTemp=vec4(0.0,0.0,0.0,0.0); pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,vec4(0.3,0.3,0.3,0.3),vec4(0.7,0.7,0.7,0.3),vec4(0.3,0.3,0.3,0.3)); vambient=ambientTemp; vdiffuse=diffuseTemp; vspecular=specularTemp; } else { vfragLosition= uMVPMatrix * vec4(aPosition,1); //根据总变换矩阵计算此次绘制此顶点位置 gl_Position =vfragLosition; vec4 ambientTemp=vec4(0.0,0.0,0.0,0.0); vec4 diffuseTemp=vec4(0.0,0.0,0.0,0.0); vec4 specularTemp=vec4(0.0,0.0,0.0,0.0); pointLight(normalize(aNormal),ambientTemp,diffuseTemp,specularTemp,uLightLocation,vec4(0.3,0.3,0.3,1.0),vec4(0.7,0.7,0.7,1.0),vec4(0.3,0.3,0.3,1.0)); vambient=ambientTemp; vdiffuse=diffuseTemp; vspecular=specularTemp; } vTextureCoord = aTexCoor;//将接收的纹理坐标传递给片元着色器 }