我正试图在太阳纹理的地球纹理球体上进行点光照 球体,但光线没有出现在正确的位置,并与相机反向旋转。奇怪的是,当我将场景上下颠倒时,点光源完美地工作。我不确定我做错了什么,但我认为这可能是我的常规问题。
顶点着色器:
<!-- Earth Vertex Shader -->
<script id="VertexShader1" type="x-shader/x-vertex">
precision mediump float;
attribute vec3 vPos; //vertex position
attribute vec3 normals;
varying vec3 texCoords;
varying vec3 vLightWeighting;
uniform mat4 uVMatrix;
uniform mat4 uNormalMatrix;
uniform mat4 uMVMatrix;//modelviewmatrix
uniform mat4 uPMatrix;//projectionmatrix
void main(void) {
vec4 mvPosition = uMVMatrix * vec4(vPos, 1.0);
vec4 lPos = vec4(-20.0,0.0,-20.0,1.0)*uMVMatrix;
gl_Position = uPMatrix * mvPosition;
vec3 lightDirection = normalize(lPos.xyz - mvPosition.xyz);
vec3 transformedNormal = normalize(vec3(uNormalMatrix * vec4(normals, 0.0)));
float directionalLightWeighting = max(dot(transformedNormal, lightDirection), 0.0);
vLightWeighting = vec3(0.6, 0.6, 0.6) + vec3(1.0, 1.0, 1.0) * directionalLightWeighting;
texCoords = normals;
}
</script>
Fragment Shader:
<!-- Earth Fragment Shader -->
<script id="FragmentShader1" type="x-shader/x-fragment">
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
precision mediump float;
varying vec3 texCoords;
varying vec3 vLightWeighting;
uniform sampler2D uSampler;
void main(void){
vec2 textureCoords = vec2(atan(texCoords.z, texCoords.x) / (2.0 * 3.14159) + 0.5, asin(texCoords.y) / 3.14159 + 0.5);
vec4 textureColor = texture2D(uSampler, textureCoords);
gl_FragColor = vec4(textureColor.rgb * vLightWeighting, textureColor.a);
}
</script>
任何见解都将受到赞赏。