第 7 课:Halfway Vector
实现
uniform float iTime;
uniform sampler2D iChannel0;
varying vec3 vPos;
varying vec3 vNormal;
varying vec2 vUv;
void main() {
vec3 viewPos = vec3(0.0, 2.0, 2.0);
vec3 objectColor = vec3(0.5);
vec3 fragNormal = normalize(vNormal);
vec3 fragPos = vPos;
vec3 lightColor = vec3(1.0, 0.75, 0.75);
vec3 lightPos = vec3(0.0, sin(iTime) * 2.0 + 2.0, 2.0);
vec3 lightDir = normalize(lightPos - fragPos);
float ambient = 0.2;
float diffuse = max(dot(fragNormal, lightDir), 0.0);
vec3 viewDir = normalize(viewPos - fragPos);
vec3 HalfwayDir = normalize(lightDir + viewDir);
float specular = max(dot(fragNormal, HalfwayDir), 0.0);
vec3 result = lightColor * (ambient + diffuse + specular) * objectColor;
gl_FragColor = vec4(result, 1.0);
}