材质

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#version 330 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};

uniform Material material;
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void main()
{
// 环境光
vec3 ambient = lightColor * material.ambient;

// 漫反射
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(lightPos - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = lightColor * (diff * material.diffuse);

// 镜面光
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = lightColor * (spec * material.specular);

vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
}

code

https://gist.github.com/Flandre923/e7f5b2f673d37c8bb0cb5f9b9e12876a

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