我試圖在照明http://www.learnopengles.com/android-lesson-two-ambient-and-diffuse-lighting/OpenGLES2着色器:照明位置和相機移動?
添加到下面的教程我OpenGLES2應用不同於上面的教程中,我在世界FPS相機movements.In頂點着色器我有硬編碼的攝像頭位置(u_LightPos)coodinates.But其當我移動相機時會產生奇怪的照明效果。我是否必須使用投影/視圖矩陣來轉換此位置?
uniform mat4 u_MVPMatrix;
uniform mat4 u_MVMatrix;
attribute vec4 a_Position;
attribute vec4 a_Color;
attribute vec3 a_Normal;
varying vec4 v_Color;
void main()
{
vec3 u_LightPos=vec3(0,0,-20.0);
vec3 modelViewVertex = vec3(u_MVMatrix * a_Position);
vec3 modelViewNormal = vec3(u_MVMatrix * vec4(a_Normal, 0.0));
float distance = length(u_LightPos - modelViewVertex);
// Get a lighting direction vector from the light to the vertex.
vec3 lightVector = normalize(u_LightPos - modelViewVertex);
// Calculate the dot product of the light vector and vertex normal. If the normal and light vector are
// pointing in the same direction then it will get max illumination.
float diffuse = max(dot(modelViewNormal, lightVector), 0.1);
// Attenuate the light based on distance.
diffuse = diffuse * (1.0/(1.0 + (0.25 * distance * distance)));
// Multiply the color by the illumination level. It will be interpolated across the triangle.
v_Color = a_Color * diffuse;
// gl_Position is a special variable used to store the final position.
// Multiply the vertex by the matrix to get the final point in normalized screen coordinates.
gl_Position = u_MVPMatrix * a_Position;
}