帮我写一个光照模型shader
时间: 2023-05-24 22:02:56 浏览: 123
Sure, I can help you with that! A lighting model shader calculates the color of a pixel based on three types of light sources: ambient, diffuse, and specular. Here's a basic example of a lighting model shader, written in GLSL:
```
// Vertex shader
attribute vec3 a_position;
attribute vec3 a_normal;
varying vec3 v_normal;
uniform mat4 u_modelViewProjectionMatrix;
uniform mat4 u_modelViewMatrix;
void main() {
gl_Position = u_modelViewProjectionMatrix * vec4(a_position, 1.0);
v_normal = mat3(u_modelViewMatrix) * a_normal;
}
// Fragment shader
precision mediump float;
varying vec3 v_normal;
uniform vec3 u_diffuseColor;
uniform vec3 u_lightPosition;
uniform vec3 u_ambientColor;
uniform vec3 u_specularColor;
uniform float u_shininess;
void main() {
vec3 N = normalize(v_normal);
vec3 L = normalize(u_lightPosition - gl_FragCoord.xyz);
vec3 V = normalize(-gl_FragCoord.xyz);
vec3 H = normalize(L + V);
vec3 diffuse = max(dot(N, L), 0.0) * u_diffuseColor;
vec3 ambient = u_ambientColor;
vec3 specular = pow(max(dot(N, H), 0.0), u_shininess) * u_specularColor;
gl_FragColor = vec4(diffuse + ambient + specular, 1.0);
}
```
This shader takes in several uniform variables, including the diffuse color of the object being shaded, the position of the light source, the ambient color of the scene, the specular color of the object being shaded, and the shininess of the object. The vertex shader calculates the normal vector for each vertex of the object, while the fragment shader calculates the diffuse, ambient, and specular lighting components for each pixel.
I hope this helps you get started with writing your own lighting model shader!
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