在OpenGL Shading Language (GLSL) 中,将alpha混合包含到带有照明的片段着色器中通常涉及以下几个步骤:
以下是一个简单的GLSL片段着色器示例,展示了如何将alpha混合与基本的Phong照明模型结合使用:
#version 330 core
struct Material {
vec3 ambient;
vec3 diffuse;
vec3 specular;
float shininess;
};
struct Light {
vec3 position;
vec3 ambient;
vec3 diffuse;
vec3 specular;
};
uniform vec3 viewPos;
uniform Light light;
uniform Material material;
in vec2 TexCoords;
in vec3 FragPos;
in vec3 Normal;
out vec4 FragColor;
uniform sampler2D texture_diffuse1;
void main()
{
// 环境光
vec3 ambient = light.ambient * material.ambient;
// 漫反射
vec3 norm = normalize(Normal);
vec3 lightDir = normalize(light.position - FragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = light.diffuse * (diff * material.diffuse);
// 高光
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), material.shininess);
vec3 specular = light.specular * (spec * material.specular);
vec3 result = ambient + diffuse + specular;
FragColor = texture(texture_diffuse1, TexCoords) * vec4(result, 1.0);
// Alpha混合
FragColor.a = texture(texture_diffuse1, TexCoords).a;
}
通过上述步骤和代码示例,你应该能够在GLSL片段着色器中成功实现alpha混合与照明的结合。
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