2012-04-20 88 views
1

問題:隨着距離的增加,衰減不起作用。GLSL - 衰減不起作用

我的漫反射,鏡面反射和環境反射看起來正在工作。我添加了衰減變量的公式,然後將每次漫反射,鏡面反射和環境的衰減倍數。

這裏是地面照明的圖像,該光被定位僅次於立方體:

img http://oi42.tinypic.com/28luzci.jpg

.vert

varying vec3 N; 
varying vec3 v; 
varying vec3 c; 
varying float dist; 

void main(void) 
{ 
vec4 ecPos; 
vec3 aux; 

ecPos = gl_ModelViewMatrix * gl_Vertex; 
aux = vec3(gl_LightSource[0].position-ecPos); 
dist = length(aux); 

c = vec3(gl_Color); 
v = vec3(gl_ModelViewMatrix * gl_Vertex);  
N = normalize(gl_NormalMatrix * gl_Normal); 
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; 
} 

.frag

varying vec3 N; 
varying vec3 v; 
varying vec3 c;  
varying float dist; 

void main (void) 
{ 
float att; 

att = 1.0/(gl_LightSource[0].constantAttenuation + 
      gl_LightSource[0].linearAttenuation * dist + 
      gl_LightSource[0].quadraticAttenuation * dist * dist); 

vec3 L = normalize(gl_LightSource[0].position.xyz - v); 
vec3 E = normalize(-v); // we are in Eye Coordinates, so EyePos is (0,0,0) 
vec3 R = normalize(-reflect(L,N));  

float nDotL = max(dot(N,L), 0.0); 
float rDotE = max(dot(R,E),0.0); 
float power = pow(rDotE, gl_FrontMaterial.shininess); 

//calculate Ambient Term: 
vec4 Iamb = gl_FrontLightProduct[0].ambient * att;   

//calculate Diffuse Term: 
vec4 Idiff = gl_FrontLightProduct[0].diffuse * nDotL * att; 
Idiff = clamp(Idiff, 0.0, 1.0);  

// calculate Specular Term: 
vec4 Ispec = gl_FrontLightProduct[0].specular * power * att; 
Ispec = clamp(Ispec, 0.0, 1.0); 

// write Total Color: 
gl_FragColor = Iamb + Idiff + Ispec + c; 
} 
+0

這個問題不能作爲被應答,因爲我們不知道任何值都是。如果沒有填充「gl_LightSource [0] .linearAttenuation」和「gl_LightSource [0] .quadraticAttenuation」,那麼這些方程就沒有意義。 – 2012-04-20 06:18:15

+0

我通過「glLightf(GL_LIGHT0,GL_QUADRATIC_ATTENUATION,0.0004f);」設置第一個燈的四倍衰減;「 – user1337604 2012-04-20 06:26:44

+0

你的場景的規模是什麼?物體有多遠? – 2012-04-20 06:32:56

回答