Lighting maps_练习一
尝试在片段着色器中反转镜面光贴图的颜色值,让木头显示镜面高光而钢制边缘不反光(由于钢制边缘中有一些裂缝,边缘仍会显示一些镜面高光,虽然强度会小很多)
1 #version 330 core 2 out vec4 FragColor; 3 4 struct Material { 5 sampler2D diffuse; 6 sampler2D specular; 7 float shininess; 8 }; 9 10 struct Light { 11 vec3 position; 12 13 vec3 ambient; 14 vec3 diffuse; 15 vec3 specular; 16 }; 17 18 in vec3 FragPos; 19 in vec3 Normal; 20 in vec2 TexCoords; 21 22 uniform vec3 viewPos; 23 uniform Material material; 24 uniform Light light; 25 26 void main() 27 { 28 // ambient 29 vec3 ambient = light.ambient * vec3(texture(material.diffuse, TexCoords)); 30 31 // diffuse 32 vec3 norm = normalize(Normal); 33 vec3 lightDir = normalize(light.position - FragPos); 34 float diff = max(dot(norm, lightDir), 0.0); 35 vec3 diffuse = light.diffuse * diff * vec3(texture(material.diffuse, TexCoords)); 36 37 // specular 38 vec3 viewDir = normalize(viewPos - FragPos); 39 vec3 reflectDir = reflect(-lightDir, norm); 40 float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess); 41 vec3 specular = light.specular * spec * (vec3(1.0) - vec3(texture(material.specular, TexCoords))); // here we inverse the sampled specular color. Black becomes white and white becomes black. 42 43 FragColor = vec4(ambient + diffuse + specular, 1.0); 44 }
将片段着色器中vec3 specular = light.specular * spec * vec3(texture(material.specular, TexCoords));改为vec3 specular = light.specular * spec * (vec3(1.0) - vec3(texture(material.specular, TexCoords)));
本来中间的为黑色(0.0, 0.0, 0.0)所以不反光,改完之后中间黑色部分变为(1.0, 1.0, 1.0)强反光,旁边部分虽然不会被减为0但是强度也会变小。
2019/11/30