我已经编写了一个片段着色器,只需一盏灯即可正常工作。现在我正在尝试使其适应8灯,在Processing中实现它。显然,我在数学上做错了,我看不出它是什么......我已经阅读了关于这个的其他帖子,并尝试调整我的问题的答案,但没有运气虽然...
////片段/////
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
varying vec4 vertColor;
varying vec3 ecNormal;
varying vec3 lightDir;
void main() {
vec3 direction = normalize(lightDir);
vec3 normal = normalize(ecNormal);
float intensity = max(0.0, dot(direction, normal));
gl_FragColor = vec4(intensity, intensity, intensity, 1) * vertColor;
}
////顶点/////
#define PROCESSING_LIGHT_SHADER
uniform mat4 modelview;
uniform mat4 transform;
uniform mat3 normalMatrix;
uniform vec4 lightPosition;
uniform vec3 lightNormal;
attribute vec4 vertex;
attribute vec4 color;
attribute vec3 normal;
varying vec4 vertColor;
varying vec3 ecNormal;
varying vec3 lightDir;
void main() {
gl_Position = transform * vertex;
vec3 ecVertex = vec3(modelview * vertex);
ecNormal = normalize(normalMatrix * normal);
lightDir = normalize(lightPosition.xyz - ecVertex);
vertColor = color;
}
答案 0 :(得分:1)
使用在线着色器工具(http://shdr.bkcore.com/)快速编译即可。
您可能需要将veretex着色器中的属性传递给片段着色器的变化,但我不确定,因为我写了着色器。
#ifdef GL_ES
precision mediump float;
precision mediump int;
#endif
uniform mat4 modelview;
uniform mat4 normalMatrix;
uniform int lightCount;
uniform vec4 lightPosition[8];
varying vec4 vertex; //was attribute, no such thing in frag shaders
varying vec3 normal; //was attribute
varying vec4 vertColor;
void main() {
vec3 vertexCamera = vec3(modelview * vertex);
vec3 transformedNormal = normalize(normalMatrix * vec4(normal,1)).xyz; //was vec3 = normalize(mat4*vec3);
float intensity = 0.0;
for(int i = 0 ; i<8;i++){ //can't loop over a non-constant variable
if(lightCount<i)
{
vec3 direction = normalize(lightPosition[i].xyz - vertexCamera);
intensity += max(0.0, dot(direction, transformedNormal));
}
}
gl_FragColor = vec4(intensity, intensity, intensity, 1) * vertColor;
}