precision mediump float;
varying vec4 v_Normal;
varying vec4 v_position;
uniform vec3 u_PointLightPosition;
uniform vec3 u_DiffuseLight;
uniform vec3 u_AmbientLight;
void main(void){
vec3 normal = normalize(v_Normal.xyz);
vec3 lightDirection = normalize(u_PointLightPosition - vec3(v_position.xyz));
float nDotL = max(dot(lightDirection, normal), 0.0);
vec3 diffuse = u_DiffuseLight * vec3(1.0,0,1.0)* nDotL;
vec3 ambient = u_AmbientLight * vec3(1.0,0,1.0);
gl_FragColor =vec4(diffuse + ambient, 1);
}
按照课程里面的逐片元渲染的情况,点位和向量都是从顶点着色器来的,是不是在片元渲染的时候也是获取的点坐标和向量也是根据差值来
好的,谢谢啦