I'm making a simple game in OpenGL where there is one player and multiple bubbles, all being spheres. Unfortunately, instancing doesn't work as expected and causes some strange effects. I'm new to instancing and can't see what may be causing a problem.
Draw method in player class:
void Player::draw(glm::mat4 ViewMat, GLfloat aspect, glm::vec3 light, GLfloat zoom)
{
bindProgram();
bindBuffers();
glm::mat4 Projection = glm::perspective(zoom, aspect, 0.1f, 100.0f);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * ViewMat * Model;
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "MVP"), 1, GL_FALSE, &MVP[0][0]);
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "M"), 1, GL_FALSE, &Model[0][0]);
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "V"), 1, GL_FALSE, &ViewMat[0][0]);
glUniform3f(glGetUniformLocation(shaderProgram, "origin"), origin.x, origin.y, origin.z);
glUniform3f(glGetUniformLocation(shaderProgram, "lightPosWorld"), light.x, light.y, light.z);
glDrawArrays(GL_TRIANGLE_STRIP, 0, vertices.size() / 3);
}
Static draw method in bubble class:
void Bubble::drawAll(glm::mat4 ViewMat, GLfloat aspect, glm::vec3 light, GLfloat zoom,
std::vector<Bubble *> allInstances)
{
std::vector<float> origins;
uint count = 0;
for (auto b : allInstances)
{
origins.push_back(b->origin.x);
origins.push_back(b->origin.y);
origins.push_back(b->origin.z);
count++;
}
allInstances[0]->bindProgram();
allInstances[0]->bindBuffers();
glBufferData(GL_ARRAY_BUFFER, origins.size() * sizeof(origins), origins.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glBindBuffer(GL_ARRAY_BUFFER, originsBuffer);
glVertexAttribPointer(1, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void *)0 // array buffer offset
);
glm::mat4 Projection = glm::perspective(zoom, aspect, 0.1f, 100.0f);
glm::mat4 Model = glm::mat4(1.0f);
glm::mat4 MVP = Projection * ViewMat * Model;
GLuint programID = allInstances[0]->shaderProgram;
glVertexAttribDivisor(0, 0);
glVertexAttribDivisor(1, 1);
glUniformMatrix4fv(glGetUniformLocation(programID, "MVP"), 1, GL_FALSE, &MVP[0][0]);
glUniformMatrix4fv(glGetUniformLocation(programID, "M"), 1, GL_FALSE, &Model[0][0]);
glUniformMatrix4fv(glGetUniformLocation(programID, "V"), 1, GL_FALSE, &ViewMat[0][0]);
glUniform3f(glGetUniformLocation(programID, "lightPosWorld"), light.x, light.y, light.z);
glDrawArraysInstanced(GL_TRIANGLE_STRIP, 0, allInstances[0]->vertices.size() / 3, count);
}
Player vertex shader:
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform vec3 origin;
uniform vec3 lightPosWorld;
uniform vec3 cameraPos;
out vec3 vertexPosWorld;
out vec3 vertexNormal;
out vec3 eyeDirectionCamera;
out vec3 lightDirectionCamera;
void main()
{
gl_Position = MVP * vec4(vertexPosition_modelspace + origin,1);
vertexPosWorld = (M * vec4(vertexPosition_modelspace + origin,1)).xyz;
vertexNormal = normalize(vertexPosWorld - origin);
}
Bubble vertex shader:
#version 330 core
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec3 origin;
uniform mat4 MVP;
uniform mat4 M;
uniform mat4 V;
uniform vec3 lightPosWorld;
uniform vec3 cameraPos;
out vec3 vertexPosWorld;
out vec3 vertexNormal;
out vec3 eyeDirectionCamera;
out vec3 lightDirectionCamera;
void main()
{
gl_Position = MVP * vec4(vertexPosition_modelspace + origin,1);
vertexPosWorld = (M * vec4(vertexPosition_modelspace + origin,1)).xyz;
vertexNormal = normalize(vertexPosWorld - origin);
}
This is what I get:
Effect
But I wanted to get two bubbles that look exactly like the player (which draws correctly).
There are 2 issues in the code:
sizeof(origins) is a byte size of std::vector but not its underlying type. It should be sizeof(float).
glBindBuffer should be called before modifying the buffer’s data and properties.
It should help:
glBindBuffer(GL_ARRAY_BUFFER, originsBuffer);
glBufferData(GL_ARRAY_BUFFER, origins.size() * sizeof(float), origins.data(), GL_STATIC_DRAW);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, // attribute. No particular reason for 0, but must match the layout in the shader.
3, // size
GL_FLOAT, // type
GL_FALSE, // normalized?
0, // stride
(void *)0 // array buffer offset
);
Related
This question already has an answer here:
light source is not set correctly
(1 answer)
Closed 1 year ago.
I have this picture below that shows the 3D model and the light is not as I expected, I've already tried many ways but I can't figure out how to fix it. my normal vectors are fine
the goemetry:
glGenVertexArrays(1, &VAOArray);
glBindVertexArray(VAOArray);
/* GENERATE THE BUFFERS */
glGenBuffers(1, &bufferArray);
/* SELECT THAT BUFFER TO WORK WITH */
glBindBuffer(GL_ARRAY_BUFFER, bufferArray);
glBufferData(GL_ARRAY_BUFFER, myMeshes.at(j).realPositions.size() * sizeof(float), (GLfloat*)RealPos, GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glGenBuffers(1, &normalArray);
glBindBuffer(GL_ARRAY_BUFFER, normalArray);
glBufferData(GL_ARRAY_BUFFER, myMeshes.at(j).realNormals.size()*sizeof(float), (GLfloat*)RealNor, GL_STATIC_DRAW);
glVertexAttribPointer(3, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(3);
this is my code:
while (!glfwWindowShouldClose(window))
{
/* Render here */
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glm::mat4 view = glm::mat4(1.0f);
glm::mat4 projection = glm::mat4(1.0f);
projection = glm::perspective(glm::radians(45.0f), (float)width / (float)heigh, 0.1f, 100.0f);
view = glm::translate(view, glm::vec3(0.0f, 0.0f, transZ)); //this is for scroll mouse
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -2.0f));
view = glm::translate(view, glm::vec3(0.0f, 0.0f, -5.0f));
glUseProgram(programT);
int lightColorLoc = glGetUniformLocation(programT, "lightColor");
glUniformMatrix4fv(lightColorLoc, 1, GL_FALSE, glm::value_ptr(glm::vec3(1.0f, 0.0f, 0.0f)));
int objectColorLoc = glGetUniformLocation(programT, "objectColor");
glUniformMatrix4fv(objectColorLoc, 1, GL_FALSE, glm::value_ptr(glm::vec3(1.0f, 0.5f, 0.31f)));
glm::vec3 lightPos(2.0f, 4.0f, 5.0f);
int lightPosLoc = glGetUniformLocation(programT, "lightPos");
glUniformMatrix4fv(lightPosLoc, 1, GL_FALSE, glm::value_ptr(lightPos));
int projectionLocLight = glGetUniformLocation(programT, "projection");
glUniformMatrix4fv(projectionLocLight, 1, GL_FALSE, glm::value_ptr(projection));
glm::mat4 modelLight = glm::mat4(1.0f);
int modelLocLight = glGetUniformLocation(programT, "model");
glUniformMatrix4fv(modelLocLight, 1, GL_FALSE, glm::value_ptr(modelLight));
glm::mat4 viewLight = glm::mat4(1.0f);
int viewLocLight = glGetUniformLocation(programT, "view");
glUniformMatrix4fv(viewLocLight, 1, GL_FALSE, glm::value_ptr(viewLight));
int viewLoc = glGetUniformLocation(programT, "view");
glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
int projectionLoc = glGetUniformLocation(programT, "projection");
glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
model = glm::rotate(model, glm::radians(rotX), glm::vec3(1.0f, 0.0f, 0.0f));
model = glm::rotate(model, glm::radians(rotY), glm::vec3(.0f, 1.0f, .0f));
model = glm::rotate(model, glm::radians(rotZ), glm::vec3(.0f, 0.0f, 1.0f));
int modelLoc = glGetUniformLocation(programT, "model");
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
glGenerateMipmap(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textureArray[0]);
glUniform1i(glGetUniformLocation(programT, "ourTexture"), 0);
glBindVertexArray(VAOArray[0]);
glDrawArrays(GL_TRIANGLES, 0, myMeshes.at(0).Indices.size());
/* Swap front and back buffers */
glfwSwapBuffers(window);
/* Poll for and process events */
glfwPollEvents();
glfwSetKeyCallback(window, key_callback);
glfwSetScrollCallback(window, scroll_callback);
glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
}
vertex shader used for this project:
#version 330 core
layout (location = 0) in vec3 RealPos;
layout (location = 1) in vec3 vertex_color;
layout (location = 2) in vec2 vertex_textcoord;
layout (location = 3) in vec3 RealNor;
out vec3 vs_pos;
out vec3 vs_color;
out vec2 vs_text;
out vec3 normal;
out vec3 FragPos;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
vs_pos = RealPos;
vs_color = vertex_color;
vs_text=vertex_textcoord;
FragPos = vec3(model * vec4(vs_pos, 1.0));
mat3 normalMat = mat3(inverse(transpose(model)));
normal = RealNor * normalMat;
gl_Position = projection * view * model * vec4(vs_pos, 1.0);
}
fragment shader used:
#version 330 core
in vec2 vs_text;
in vec3 normal;
in vec3 FragPos;
uniform vec3 lightPos;
out vec4 gl_FragColor;
uniform vec3 objectColor;
uniform vec3 lightColor;
uniform sampler2D ourTexture;
void main()
{
vec3 norm = normalize(normal);
vec3 lightDir = normalize(lightPos - FragPos);
float ambientStrength = 0.1;
vec3 ambient = ambientStrength * lightColor;
float diff = max(abs(dot(norm, lightDir)), 0.0);
vec3 diffuse = diff * lightColor;
vec3 result = (ambient + diffuse) * objectColor;
gl_FragColor = texture(ourTexture, vs_text) * diff;
}
can someone help me to fix this or maybe guide me to solve it?
thanks
It applies that matrix * vector == vector * (matrix)^T
You are calculating normals via normal = RealNor * normalMat;
This is not equal to normalMat * RealNor which results in wrong normals. So kommutate the expression to normalMat * RealNor and see if it fixes the issue.
I have a renderer2D that is very basic but doesn't render my basic 2D quad correctly. It renders it as a single pixel at the bottom left of the window. The window size is 800x600
The orthographic projection matrices are calculated using glm::ortho(0.0f, 800.0f, 0.0f, 600.0f).
For some reason it only renders a single pixel at the wrong location. And to make it even more weirder, If i set the Model Matrix to translate to the middle of the screen, It renders that lone pixel at the middle of the screen
I call it like this in my renderer class :
m_Renderer2D.RenderQuad(glm::vec3(400.0f, 300.0f, 1.0f), &m_CrosshairTexture, &m_Camera2D);
Renderer class :
class Renderer2D
{
public:
Renderer2D();
void RenderQuad(const glm::vec2& position, GLClasses::Texture* texture, OrthographicCamera* camera);
private :
GLClasses::VertexBuffer m_VBO;
GLClasses::VertexArray m_VAO;
GLClasses::IndexBuffer m_IBO;
GLClasses::Shader m_DefaultShader;
};
cpp file :
Renderer2D::Renderer2D() : m_VBO(GL_ARRAY_BUFFER)
{
GLuint index_buffer[6] = { 0,1,2,2,3,0 };
m_VAO.Bind();
m_VBO.Bind();
m_IBO.Bind();
m_VBO.VertexAttribPointer(0, 3, GL_FLOAT, 0, 5 * sizeof(GLfloat), (void*)0);
m_VBO.VertexAttribPointer(0, 2, GL_FLOAT, 0, 5 * sizeof(GLfloat), (void*)(3 * sizeof(GLfloat)));
m_IBO.BufferData(6 * sizeof(GLuint), index_buffer, GL_STATIC_DRAW);
m_VAO.Unbind();
m_DefaultShader.CreateShaderProgramFromFile("Shaders/2DElementShaderVert.glsl", "Shaders/2DElementShaderFrag.glsl");
m_DefaultShader.CompileShaders();
}
void Renderer2D::RenderQuad(const glm::vec2& position, GLClasses::Texture* texture, OrthographicCamera* camera)
{
glDisable(GL_DEPTH_TEST);
const std::array<GLfloat, 8> texture_coords = texture->GetTextureCoords();
float x, y, w, h;
x = position.x;
y = position.y;
w = position.x + texture->GetWidth(); // The width and height of the texture is correct
h = position.y + texture->GetHeight();
GLfloat Vertices[] = {
w, y, 0.0f, texture_coords[0], texture_coords[1],
w, h, 0.0f, texture_coords[2], texture_coords[3],
x, h, 0.0f, texture_coords[4], texture_coords[5],
x, y, 0.0f, texture_coords[6], texture_coords[7],
};
m_DefaultShader.Use();
glm::mat4 proj = glm::ortho(0.0f, 800.0f, 0.0f, 600.0f);
texture->Bind(1);
m_DefaultShader.SetMatrix4("u_Projection", proj, 0);
m_DefaultShader.SetMatrix4("u_View", camera->GetViewMatrix(), 0);
m_DefaultShader.SetMatrix4("u_Model", glm::mat4(1.0f), 0);
m_DefaultShader.SetInteger("u_Texture", 1, 0);
// Draw the 2D quad
m_VAO.Bind();
m_VBO.BufferData(20 * sizeof(GLfloat), Vertices, GL_STATIC_DRAW);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, (void*)0);
m_VAO.Unbind();
glEnable(GL_DEPTH_TEST);
}
Shaders :
VERTEX SHADER :
#version 330 core
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec2 a_TexCoord;
out vec2 v_TexCoord;
uniform mat4 u_Projection;
uniform mat4 u_View;
uniform mat4 u_Model;
void main()
{
gl_Position = u_Projection * u_View * u_Model * vec4(a_Position, 1.0f);
v_TexCoord = a_TexCoord;
}
FRAGMENT SHADER :
#version 330 core
in vec2 v_TexCoord;
out vec4 o_Color;
uniform sampler2D u_Texture;
void main()
{
o_Color = texture(u_Texture, v_TexCoord);
}
The layout locations associate the vertex coordinates to attribute index 0 and the texture coordinates to attribute index 1:
layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec2 a_TexCoord;
When you specify the arrays of generic vertex attribute data, then the vertex attribute array 0 is specified twice, but you missed to specify the vertex attribute array 1:
m_VBO.VertexAttribPointer(0, 3, GL_FLOAT, 0, 5 * sizeof(GLfloat), (void*)0);
m_VBO.VertexAttribPointer(0, 2, GL_FLOAT, 0, 5 * sizeof(GLfloat), (void*)(3 * sizeof(GLfloat)));
Hence the texture coordinates cover the vertex coordinates and the texture coordinate attribute is not specified at all.
The attribute index for the texture coordinates has to be 1 rather than 0:
m_VBO.VertexAttribPointer(0, 2, GL_FLOAT, 0, 5 * sizeof(GLfloat), (void*)(3 * sizeof(GLfloat)));
m_VBO.VertexAttribPointer(1, 2, GL_FLOAT, 0, 5 * sizeof(GLfloat), (void*)(3 * sizeof(GLfloat)));
Although I call glEnableVertexAttribArray and glVertexAttribPointer, my vertex shader cannot seem to access the value (I say value because i am not sure what it is called, Attribute?).
I am confused as I have other values that the vertex shader can access by doing exactly the same thing.
In the following code the Vertex position in attribute position 0 and the Vertex normal in attribute position 1 can be accessed fine by the shader however when I use the Vertex color value in attribute position 2 as the color for my mesh it is black even if set otherwise.
//Vertex Position
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, vertexPosition));
//Vertex Normal
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, vertexNormal));
//Vertex Colour
glEnableVertexAttribArray(2);
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, vertexColor));
Here is the Vertex struct
struct Vertex {
glm::vec3 vertexPosition;
glm::vec3 vertexNormal;
glm::vec3 vertexColor;
glm::vec2 textureCoords;
glm::vec3 vertexTangent;
glm::vec3 vertexBitangent;
Vertex() {}
Vertex(glm::vec3 vertexPosition, glm::vec3 vertexNormal = glm::vec3(0), glm::vec3 vertexColor = glm::vec3(0), glm::vec2 textureCoords = glm::vec2(0)) {
this->vertexPosition = vertexPosition;
this->vertexNormal = vertexNormal;
this->textureCoords = textureCoords;
}
};
Here is the Shader code. If I uncomment the commented line the mesh renders red as expected
#version 330 core
uniform mat4 uModelMatrix;
uniform mat4 uViewMatrix;
uniform mat4 uProjectionMatrix;
uniform vec3 uLightPosition;
layout(location = 0) in vec3 aVertexPosition;
layout(location = 1) in vec3 aVertexNormal;
layout(location = 2) in vec3 aVertexColor;
out vec3 viewDirection;
out vec3 lightPosition;
out vec3 fragmentPosition;
out vec3 materialColor;
flat out vec3 fragmentNormal;
void main(){
materialColor = aVertexColor;
//materialColor = vec3(0.5, 0, 0);
mat4 modelViewMatrix = uViewMatrix * uModelMatrix;
vec3 viewSpacePosition = (modelViewMatrix * vec4(aVertexPosition, 1)).xyz;
viewDirection = normalize(viewSpacePosition);
vec3 viewSpaceNormal = normalize(modelViewMatrix * vec4(aVertexNormal, 0)).xyz;
fragmentNormal = viewSpaceNormal;
fragmentNormal = aVertexNormal;
lightPosition = uLightPosition;
fragmentPosition = vec3(uModelMatrix * vec4(aVertexPosition, 1.0));
gl_Position = uProjectionMatrix * modelViewMatrix * vec4(aVertexPosition, 1);
}
Even if vertexColor defaults to glm::vec3(1) instead of glm::vec3(0) it is still black. I have checked the values for vertexColor before drawing with the shader and the color is not black.
It looks like you are not setting your vertexColor value in the Vertex constructor.
Vertex(glm::vec3 vertexPosition, glm::vec3 vertexNormal = glm::vec3(0), glm::vec3 vertexColor = glm::vec3(0), glm::vec2 textureCoords = glm::vec2(0)) {
this->vertexPosition = vertexPosition;
this->vertexNormal = vertexNormal;
this->vertexColor = vertexColor;
}
Im fairly new to OpenGL and I'm trying to use instancing to draw many 3D rectangles. I have currently positioned each 3d rectangle in a different position and they show properly.
Problem: I now want each 3d rectangle to have a different rotation, defined by me and pass it to the vertex shader. However when I do that, The rectangles do not appear on the screen anymore.
I'm not providing the complete code because it is fairly long. I'm only providing the important part and hoping that i'm making a silly mistake somewhere and you can point it out.
Here is the vertex shader:
#version 410 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 offset;
layout (location = 2) in vec2 texCoord;
layout (location = 3) in mat4 instanceMatrix;
uniform mat4 view;
uniform mat4 projection;
out vec2 TexCoord;
void main()
{
TexCoord = texCoord;
gl_Position = projection * view * instanceMatrix * vec4(position + offset, 1.0f) ;
}
Here is the fragment shader:
#version 410 core
out vec4 color;
void main()
{
color = vec4(1.0f,1.0f,1.0f, 1.0f);
}
Here is the C++ code from where im sending the data:
// definition of models variable : std::vector<glm::mat4> models(0);
// Sending the Model matrix for each Rectangle
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
glBufferData(GL_ARRAY_BUFFER, models.size() * sizeof(glm::mat4), &models[0], GL_STATIC_DRAW);
GLsizei vec4Size = sizeof(glm::vec4);
glEnableVertexAttribArray(3);
glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (GLvoid*)0);
glEnableVertexAttribArray(4);
glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (GLvoid*)(vec4Size));
glEnableVertexAttribArray(5);
glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (GLvoid*)(2 * vec4Size));
glEnableVertexAttribArray(6);
glVertexAttribPointer(6, 4, GL_FLOAT, GL_FALSE, 4 * vec4Size, (GLvoid*)(3 * vec4Size));
glVertexAttribDivisor(3, 1);
glVertexAttribDivisor(4, 1);
glVertexAttribDivisor(5, 1);
glVertexAttribDivisor(6, 1);
// unfocus
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
I'm creating default VAO and one VBO, and bind them.
I'm loading model data to the array of structs vertex_data_t
glBufferData(GL_ARRAY_BUFFER, nvertices * sizeof(vertex_data_t), vertices, GL_STATIC_DRAW);
Then in draw function i do:
glBindVertexArray(vao);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_data_t), (const GLvoid *)offsetof(vertex_data_t, position));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_TRUE, sizeof(vertex_data_t), (const GLvoid *)offsetof(vertex_data_t, position));
glBindVertexArray(0);
glDrawArrays(GL_TRIANGLES, 0, nvertices);
I'm getting nice, shaded Suzanne:
http://i.stack.imgur.com/uRjpv.png
However, this is wrong! Last argument of glVertexAttribPointer for normal attribute should be 12 aka (const GLvoid *)offsetof(vertex_data_t, normal), but when I do so my Suzanne is broken:
http://i.stack.imgur.com/zBjTS.png
How is it possible? How does shader know an offset to the normal?
Vertex shader:
attribute vec3 vertex;
attribute vec3 normal;
uniform vec4 ambient_color;
uniform vec4 diffuse_color;
uniform vec3 light_position;
uniform mat3 normal_matrix;
uniform mat4 model_view_matrix;
uniform mat4 model_view_projection_matrix;
varying vec4 varying_color;
void main(void) {
vec4 vertex4 = vec4(vertex.x, vertex.y, vertex.z, 1.0);
vec3 eye_normal = normal_matrix * normal;
vec4 position4 = model_view_matrix * vertex4;
vec3 position3 = position4.xyz / position4.w;
vec3 light_direction = normalize(light_position - position3);
float diffuse = max(0.0, dot(eye_normal, light_direction));
varying_color.rgb = diffuse * diffuse_color.rgb;
varying_color.a = diffuse_color.a;
varying_color += ambient_color;
gl_Position = model_view_projection_matrix * vertex4;
}
I think you miss something like:
glBindAttribLocation(progId, 0, "vertex");
glBindAttribLocation(progId, 1, "normal");