OpenGL flickering issue in rendering - c++

I have an OpenGL rendering issue and I think that is due to a problem with the Z-Buffer.
I have a code to render a set of points where their size depends on the distance from the camera. Thus bigger points means that are closer to the camera. Moreover in the following snapshots the color reflect the z-buffer of the fragment.
How you can see there is a big point near the camera.
However some frames later the same point is rendered behind more distant points.
These are the functions that I call before render the points:
glClearDepth(1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
this is the vertex shader:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
// uniform variable
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform float pointSize;
out vec4 fragColor;
void main() {
gl_Position = projection * view * model * vec4(position, 1.0f);
vec3 posEye = vec3(view * model * vec4(position, 1.0f));
float Z = length(posEye);
gl_PointSize = pointSize / Z;
fragColor = color;
}
and this is the fragment shader
#version 330 core
in vec4 fragColor;
out vec4 outColor;
void main() {
vec2 cxy = 2.0 * gl_PointCoord - 1.0;
float r = dot(cxy, cxy);
if(r > 1.0) discard;
// calculate lighting
vec3 pos = vec3(cxy.x,cxy.y,sqrt(1.0-r));
vec3 lightDir = vec3(0.577, 0.577, 0.577);
float diffuse = max(0.0, dot(lightDir, pos));
float alpha = 1.0;
float delta = fwidth(r);
alpha = 1.0 - smoothstep(1.0 - delta, 1.0 + delta, r);
outColor = fragColor * alpha * diffuse;
}
UPDATE
looks like that the problem was due to the definition of the near and far planes.
There is something that I do not understand about which are the best values that I should use.
this is the function that I use to create the projective matrix
glm::perspective(glm::radians(fov), width/(float)height, zNear, zFar);
where winth=1600 height=1200 fov=45
when things didn't work zNear was set to zero and zFar was set to double the distance of the farthest point from the center of gravity of the point cloud, i.e. in my case 1.844
If I move the near clipping plane from zero to 0.1 the flicker seems resolved. However, the distant objects, which I saw before, disappear. So I also changed the far plane to 10 and everything seems to work. Unfortunately, I don't understand why the values I used before were not good.

As already updated the issue is called Z-fighting when choosing the wrong near and far panes in the projection matrix. If they are to far away from your objects, there is only a very discrete number of values for z left. Then the drawing is detemined by the call order and processing order in the shaders, since there is no difference in z. If one has a hint of what needs to come first, draw it that way. Once the rendering-call was set, there is no proper way to determine which processor gets the objects first and that you'll see as flickering.
So please update the way you establish your projection Matrix. Best practise: look at the objects need to be rendered and determine a roughly bounding box, make it a bounding ball and center-radius is a point in the near pane, center+radius is a point in the far pane. Done!
Update
looking into
glm::perspective(glm::radians(fov), width/(float)height, zNear, zFar);
gives a specific for the only influence of z: (before normalization):
Result[3][2] = - (static_cast<T>(2) * zFar * zNear) / (zFar - zNear);
meaning other than zFar!=zNear, it should be also avoided to set zNear to zero. This means there is no difference in z, so it has to Flicker. I would then assume that you don't applied some transform on your projection matrix, better don't. If all your objects live in a space around the coordinates center meaning also in the center of your projection, move them in front of the projection as a last step. So apply some translation not onto the projection/view matrix, but on your object matrix, to avoid having such an ill formed projection space. E.g. set near to 1, and move all objects with that amount through your scene.

Related

How to properly transform normals for diffuse lighting in OpenGL?

In the attempt to get diffuse lighting correct, I read several articles and tried to apply them as close as possible.
However, even if the transform of normal vectors seems close to be right, the lighting still slides slightly over the object (which should not be the case for a fixed light).
Note 1: I added bands based on the dot product to make the problem more apparent.
Note 2: This is not Sauron eye.
In the image two problems are apparent:
The normal is affected by the projection matrix: when the viewport is horizontal, the normals display an elliptic shading (as in the image). When the viewport is vertical (height>width), the ellipse is vertical.
The shading move over the surface when the camera is rotated around the object.This is not much visible with normal lighting, but get apparent when projecting patterns from the light source.
Code and attempts:
Unfortunately, a minimal working example get soon very large, so I will only post relevant code. If this is not enough, as me and I will try to publish somewhere the code.
In the drawing function, I have the following matrix creation:
glm::mat4 projection = glm::perspective(45.0f, (float)m_width/(float)m_height, 0.1f, 200.0f);
glm::mat4 view = glm::translate(glm::mat4(1), glm::vec3(0.0f, 0.0f, -2.5f))*rotationMatrix; // make the camera 2.5f away, and rotationMatrix is driven by the mouse.
glm::mat4 model = glm::mat4(1); //The sphere at the center.
glm::mat4 mvp = projection * view * model;
glm::mat4 normalVp = projection * glm::transpose(glm::inverse(view * model));
In the vertex shader, the mvp is used to transform position and normals:
#version 420 core
uniform mat4 mvp;
uniform mat4 normalMvp;
in vec3 in_Position;
in vec3 in_Normal;
in vec2 in_Texture;
out Vertex
{
vec4 pos;
vec4 normal;
vec2 texture;
} v;
void main(void)
{
v.pos = mvp * vec4(in_Position, 1.0);
gl_Position = v.pos;
v.normal = normalMvp * vec4(in_Normal, 0.0);
v.texture = in_Texture;
}
And in the fragment shader, the diffuse shading is applied:
#version 420 core
in Vertex
{
vec4 pos;
vec4 normal;
vec2 texture;
} v;
uniform sampler2D uSampler1;
out vec4 out_Color;
uniform mat4 mvp;
uniform mat4 normalMvp;
uniform vec3 lightsPos;
uniform float lightsIntensity;
void main()
{
vec3 color = texture2D(uSampler1, v.texture);
vec3 lightPos = (mvp * vec4(lightsPos, 1.0)).xyz;
vec3 lightDirection = normalize( lightPos - v.pos.xyz );
float dot = clamp(dot(lightDirection, normalize(v.normal.xyz)), 0.0, 1.0);
vec3 ambient = 0.3 * color;
vec3 diffuse = dot * lightsIntensity * color;
// Here I have my debug code to add the projected bands on the image.
// kind of if(dot>=0.5 && dot<0.75) diffuse +=0.2;...
vec3 totalLight = ambient + diffuse;
out_Color = vec4(totalLight, 1.0);
}
Question:
How to properly transform the normals to get diffuse shading?
Related articles:
How to calculate the normal matrix?
GLSL normals with non-standard projection matrix
OpenGL Diffuse Lighting Shader Bug?
http://www.opengl-tutorial.org/beginners-tutorials/tutorial-3-matrices/
http://www.lighthouse3d.com/tutorials/glsl-12-tutorial/the-normal-matrix/
Mostly, all sources agree that it should be enough to multiply the projection matrix by the transpose of the inverse of the model-view matrix. That is what I think I am doing, but the result is not right apparently.
Lighting calculations should not be performed in clip space (including the projection matrix). Leave the projection away from all variables, including light positions etc., and you should be good.
Why is that? Well, lighting is a physical phenomenon that essentially depends on angles and distances. Therefore, to calculate it, you should choose a space that preserves these things. World space or camera space are two examples of angle and distance-preserving spaces (compared to the physical space). You may of course define them differently, but in most cases they are. Clip space preserves neither of the two, hence the angles and distances you calculate in this space are not the physical ones you need to determine physical lighting.

Weird behaviour when multiplying transformation matrix with normal vectors

I'm trying to apply a lighting per-pixel in my 3d engine but I'm having some trouble understanding what can be wrong with my geometry. I'm a beginner in OpenGL so please bear with me if my question may sound stupid, I'll explain as best as I can.
My vertex shader:
#version 400 core
layout(location = 0) in vec3 position;
in vec2 textureCoordinates;
in vec3 normal;
out vec2 passTextureCoordinates;
out vec3 normalVectorFromVertex;
out vec3 vectorFromVertexToLightSource;
out vec3 vectorFromVertexToCamera;
uniform mat4 transformation;
uniform mat4 projection;
uniform mat4 view;
uniform vec3 lightPosition;
void main(void) {
vec4 mainPosition = transformation * vec4(position, 1.0);
gl_Position = projection * view * mainPosition;
passTextureCoordinates = textureCoordinates;
normalVectorFromVertex = (transformation * vec4(normal, 1.0)).xyz;
vectorFromVertexToLightSource = lightPosition - mainPosition.xyz;
}
My fragment-shader:
#version 400 core
in vec2 passTextureCoordinates;
in vec3 normalVectorFromVertex;
in vec3 vectorFromVertexToLightSource;
layout(location = 0) out vec4 out_Color;
uniform sampler2D textureSampler;
uniform vec3 lightColor;
void main(void) {
vec3 versor1 = normalize(normalVectorFromVertex);
vec3 versor2 = normalize(vectorFromVertexToLightSource);
float dotProduct = dot(versor1, versor2);
float lighting = max(dotProduct, 0.0);
vec3 finalLight = lighting * lightColor;
out_Color = vec4(finalLight, 1.0) * texture(textureSampler, passTextureCoordinates);
}
The problem: Whenever I multiply my transformation matrix for the normal vector with a homogeneous coordinate of 0.0 like so: transformation * vec4(normal, 0.0), my resulting vector is getting messed up in such a way that whenever the pipeline goes to the fragment shader, my dot product between the vector that goes from my vertex to the light source and my normal is probably outputting <= 0, indicating that the lightsource is in an angle that is >= π/2 and therefore all my pixels are outputting rgb(0,0,0,1). But for the weirdest reason that I cannot understand geometrically, if I calculate transformation * vec4(normal, 1.0) the lighting appears to work kind of fine, except for extremely weird behaviours, like 'reacting' to distance. I mean, using this very simple lighting technique the vertex brightness is completely agnostic to distance, since it would imply the calculation of the vectors length, but I'm normalizing them before applying the dot product so there is no way that this is expected to me.
One thing that is clearly wrong to me, is that my transformation matrix have the translation components applied before multiplying the normal vectors, which will "move and point" the normals in the direction of the translation, which is wrong. Still I'm not sure if I should be getting this results. Any insights are appreciated.
Whenever I multiply my transformation matrix for the normal vector with a homogeneous coordinate of 0.0 like so: transformation * vec4(normal, 0.0), my resulting vector is getting messed up
What if you have non-uniform scaling in that transformation matrix?
Imagine a flat square surface, all normals are pointing up. Now you scale that surface to stretch in the horizontal direction: what would happen to normals?
If you don't adjust your transformation matrix to not have the scaling part in it, the normals will get skewed. After all, you only care about the object's orientation when considering the normals and the scale of the object is irrelevant to where the surface is pointing to.
Or think about a circle:
img source
You need to apply inverse transpose of the model view matrix to avoid scaling the normals when transforming the normals. Another SO question discusses it, as well as this video from Jaime King teaching Graphics with OpenGL.
Additional resources on transforming normals:
LearnOpenGL: Basic Lighting
Lighthouse3d.com: The Normal Matrix

How to handle lightning (ambient, diffuse, specular) for point spheres in openGL

Initial situation
I want to visualize simulation data in openGL.
My data consists of particle positions (x, y, z) where each particle has some properties (like density, temperature, ...) which will be used for coloring. Those (SPH) particles (100k to several millions), grouped together, actually represent planets, in case you wonder. I want to render those particles as small 3D spheres and add ambient, diffuse and specular lighting.
Status quo and questions
In MY case: In which coordinate frame do I do the lightning calculations? Which way is the "best" to pass the various components through the pipeline?
I saw that it is common to do it in view space which is also very intuitive. However: The normals at the different fragment positions are calculated in the fragment shader in clip space coordinates (see appended fragment shader). Can I actually convert them "back" into view space to do the lightning calculations in view space for all the fragments? Would there be any advantage compared to doing it in clip space?
It would be easier to get the normals in view space if I would use meshes for each sphere but I think with several million particles this would decrease performance drastically, so better do it with sphere intersection, would you agree?
PS: I don't need a model matrix since all the particles are already in place.
//VERTEX SHADER
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 2) in float density;
uniform float radius;
uniform vec3 lightPos;
uniform vec3 viewPos;
out vec4 lightDir;
out vec4 viewDir;
out vec4 viewPosition;
out vec4 posClip;
out float vertexColor;
// transformation matrices
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main()
{
lightDir = projection * view * vec4(lightPos - position, 1.0f);
viewDir = projection * view * vec4(viewPos - position, 1.0f);
viewPosition = projection * view * vec4(lightPos, 1.0f);
posClip = projection * view * vec4(position, 1.0f);
gl_Position = posClip;
gl_PointSize = radius;
vertexColor = density;
}
I know that projective divion happens for the gl_Position variable, does that actually happen to ALL vec4's which are passed from the vertex to the fragment shader? If not, maybe the calculations in the fragment shader would be wrong?
And the fragment shader where the normals and diffuse/specular lightning calculations in clip space:
//FRAGMENT SHADER
#version 330 core
in float vertexColor;
in vec4 lightDir;
in vec4 viewDir;
in vec4 posClip;
in vec4 viewPosition;
uniform vec3 lightColor;
vec4 colormap(float x); // returns vec4(r, g, b, a)
out vec4 vFragColor;
void main(void)
{
// AMBIENT LIGHT
float ambientStrength = 0.0;
vec3 ambient = ambientStrength * lightColor;
// Normal calculation done in clip space (first from texture (gl_PointCoord 0 to 1) coord to NDC( -1 to 1))
vec3 normal;
normal.xy = gl_PointCoord * 2.0 - vec2(1.0); // transform from 0->1 point primitive coords to NDC -1->1
float mag = dot(normal.xy, normal.xy); // sqrt(x=1) = sqrt(x)
if (mag > 1.0) // discard fragments outside sphere
discard;
normal.z = sqrt(1.0 - mag); // because x^2 + y^2 + z^2 = 1
// DIFFUSE LIGHT
float diff = max(0.0, dot(vec3(lightDir), normal));
vec3 diffuse = diff * lightColor;
// SPECULAR LIGHT
float specularStrength = 0.1;
vec3 viewDir = normalize(vec3(viewPosition) - vec3(posClip));
vec3 reflectDir = reflect(-vec3(lightDir), normal);
float shininess = 64;
float spec = pow(max(dot(vec3(viewDir), vec3(reflectDir)), 0.0), shininess);
vec3 specular = specularStrength * spec * lightColor;
vFragColor = colormap(vertexColor / 8) * vec4(ambient + diffuse + specular, 1);
}
Now this actually "kind of" works but i have the feeling that also the sides of the sphere which do NOT face the light source are being illuminated, which shouldn't happen. How can I fix this?
Some weird effect: In this moment the light source is actually BEHIND the left planet (it just peaks out a little bit at the top left), bit still there are diffuse and specular effects going on. This side should be actually pretty dark! =(
Also at this moment I get some glError: 1282 error in the fragment shader and I don't know where it comes from since the shader program actually compiles and runs, any suggestions? :)
The things that you are drawing aren't actually spheres. They just look like them from afar. This is absolutely ok if you are fine with that. If you need geometrically correct spheres (with correct sizes and with a correct projection), you need to do proper raycasting. This seems to be a comprehensive guide on this topic.
1. What coordinate system?
In the end, it is up to you. The coordinate system just needs to fulfill some requirements. It must be angle-preserving (because lighting is all about angles). And if you need distance-based attenuation, it should also be distance-preserving. The world and the view coordinate systems usually fulfill these requirements. Clip space is not suited for lighting calculations as neither angles nor distances are preserved. Furthermore, gl_PointCoord is in none of the usual coordinate systems. It is its own coordinate system and you should only use it together with other coordinate systems if you know their relation.
2. Meshes or what?
Meshes are absolutely not suited to render spheres. As mentioned above, raycasting or some screen-space approximation are better choices. Here is an example shader that I used in my projects:
#version 330
out vec4 result;
in fData
{
vec4 toPixel; //fragment coordinate in particle coordinates
vec4 cam; //camera position in particle coordinates
vec4 color; //sphere color
float radius; //sphere radius
} frag;
uniform mat4 p; //projection matrix
void main(void)
{
vec3 v = frag.toPixel.xyz - frag.cam.xyz;
vec3 e = frag.cam.xyz;
float ev = dot(e, v);
float vv = dot(v, v);
float ee = dot(e, e);
float rr = frag.radius * frag.radius;
float radicand = ev * ev - vv * (ee - rr);
if(radicand < 0)
discard;
float rt = sqrt(radicand);
float lambda = max(0, (-ev - rt) / vv); //first intersection on the ray
float lambda2 = (-ev + rt) / vv; //second intersection on the ray
if(lambda2 < lambda) //if the first intersection is behind the camera
discard;
vec3 hit = lambda * v; //intersection point
vec3 normal = (frag.cam.xyz + hit) / frag.radius;
vec4 proj = p * vec4(hit, 1); //intersection point in clip space
gl_FragDepth = ((gl_DepthRange.diff * proj.z / proj.w) + gl_DepthRange.near + gl_DepthRange.far) / 2.0;
vec3 vNormalized = -normalize(v);
float nDotL = dot(vNormalized, normal);
vec3 c = frag.color.rgb * nDotL + vec3(0.5, 0.5, 0.5) * pow(nDotL, 120);
result = vec4(c, frag.color.a);
}
3. Perspective division
Perspective division is not applied to your attributes. The GPU does perspective division on the data that you pass via gl_Position on the way to transforming them to screen space. But you will never actually see this perspective-divided position unless you do it yourself.
4. Light in the dark
This might be the result of you mixing different coordinate systems or doing lighting calculations in clip space. Btw, the specular part is usually not multiplied by the material color. This is light that gets reflected directly at the surface. It does not penetrate the surface (which would absorb some colors depending on the material). That's why those highlights are usually white (or whatever light color you have), even on black objects.

Determine gl_PointSize from distance of a GL_POINT to the camera

I'm drawing GL_POINTS using
glDrawArrays(GL_POINTS, 0, numberOfPoints)
The size of each point is set in my vertex shader using gl_PointSize. I get the view matrix from glm::lookAt(origin, eye, up) The xyz position of a point is set using gl_Position = view * proj * vec4(position, 1.0) in the vertex shader. I'd like a point size to increase as its distance to the camera origin decreases, and the size to decrease as the distance from the camera origin increases. Just like normal perspective. How can I determine how large a point will be, from its distance to the camera?
Heres a vertex shader I created recently to achieve this.
precision mediump float;
attribute vec3 position;
uniform mat4 model, view, projection;
uniform float pointsize;
uniform vec3 cameraeye;
void main(void) {
gl_Position = projection * view * model * vec4(position.xyz, 1.0);
gl_PointSize = pointsize - (distance(cameraeye, position.xyz) / pointsize);
}
pointsize is the initial and max size of the point
cameraeye is the vec3 world position of the camera
might be fine to remove the model matrix. I'm using a constant value of identity matrix in my implementation.
Just set the point size to ref / ptCoord.z with ref being the size of the point you want when it's at a distance of 1.0.

Resizing point sprites based on distance from the camera

I'm writing a clone of Wolfenstein 3D using only core OpenGL 3.3 for university and I've run into a bit of a problem with the sprites, namely getting them to scale correctly based on distance.
From what I can tell, previous versions of OGL would in fact do this for you, but that functionality has been removed, and all my attempts to reimplement it have resulted in complete failure.
My current implementation is passable at distances, not too shabby at mid range and bizzare at close range.
The main problem (I think) is that I have no understanding of the maths I'm using.
The target size of the sprite is slightly bigger than the viewport, so it should 'go out of the picture' as you get right up to it, but it doesn't. It gets smaller, and that's confusing me a lot.
I recorded a small video of this, in case words are not enough. (Mine is on the right)
Can anyone direct me to where I'm going wrong, and explain why?
Code:
C++
// setup
glPointParameteri(GL_POINT_SPRITE_COORD_ORIGIN, GL_LOWER_LEFT);
glEnable(GL_PROGRAM_POINT_SIZE);
// Drawing
glUseProgram(StaticsProg);
glBindVertexArray(statixVAO);
glUniformMatrix4fv(uStatixMVP, 1, GL_FALSE, glm::value_ptr(MVP));
glDrawArrays(GL_POINTS, 0, iNumSprites);
Vertex Shader
#version 330 core
layout(location = 0) in vec2 pos;
layout(location = 1) in int spriteNum_;
flat out int spriteNum;
uniform mat4 MVP;
const float constAtten = 0.9;
const float linearAtten = 0.6;
const float quadAtten = 0.001;
void main() {
spriteNum = spriteNum_;
gl_Position = MVP * vec4(pos.x + 1, pos.y, 0.5, 1); // Note: I have fiddled the MVP so that z is height rather than depth, since this is how I learned my vectors.
float dist = distance(gl_Position, vec4(0,0,0,1));
float attn = constAtten / ((1 + linearAtten * dist) * (1 + quadAtten * dist * dist));
gl_PointSize = 768.0 * attn;
}
Fragment Shader
#version 330 core
flat in int spriteNum;
out vec4 color;
uniform sampler2DArray Sprites;
void main() {
color = texture(Sprites, vec3(gl_PointCoord.s, gl_PointCoord.t, spriteNum));
if (color.a < 0.2)
discard;
}
First of all, I don't really understand why you use pos.x + 1.
Next, like Nathan said, you shouldn't use the clip-space point, but the eye-space point. This means you only use the modelview-transformed point (without projection) to compute the distance.
uniform mat4 MV; //modelview matrix
vec3 eyePos = MV * vec4(pos.x, pos.y, 0.5, 1);
Furthermore I don't completely understand your attenuation computation. At the moment a higher constAtten value means less attenuation. Why don't you just use the model that OpenGL's deprecated point parameters used:
float dist = length(eyePos); //since the distance to (0,0,0) is just the length
float attn = inversesqrt(constAtten + linearAtten*dist + quadAtten*dist*dist);
EDIT: But in general I think this attenuation model is not a good way, because often you just want the sprite to keep its object space size, which you have quite to fiddle with the attenuation factors to achieve that I think.
A better way is to input its object space size and just compute the screen space size in pixels (which is what gl_PointSize actually is) based on that using the current view and projection setup:
uniform mat4 MV; //modelview matrix
uniform mat4 P; //projection matrix
uniform float spriteWidth; //object space width of sprite (maybe an per-vertex in)
uniform float screenWidth; //screen width in pixels
vec4 eyePos = MV * vec4(pos.x, pos.y, 0.5, 1);
vec4 projCorner = P * vec4(0.5*spriteWidth, 0.5*spriteWidth, eyePos.z, eyePos.w);
gl_PointSize = screenWidth * projCorner.x / projCorner.w;
gl_Position = P * eyePos;
This way the sprite always gets the size it would have when rendered as a textured quad with a width of spriteWidth.
EDIT: Of course you also should keep in mind the limitations of point sprites. A point sprite is clipped based of its center position. This means when its center moves out of the screen, the whole sprite disappears. With large sprites (like in your case, I think) this might really be a problem.
Therefore I would rather suggest you to use simple textured quads. This way you circumvent this whole attenuation problem, as the quads are just transformed like every other 3d object. You only need to implement the rotation toward the viewer, which can either be done on the CPU or in the vertex shader.
Based on Christian Rau's answer (last edit), I implemented a geometry shader that builds a billboard in ViewSpace, which seems to solve all my problems:
Here are the shaders: (Note that I have fixed the alignment issue that required the original shader to add 1 to x)
Vertex Shader
#version 330 core
layout (location = 0) in vec4 gridPos;
layout (location = 1) in int spriteNum_in;
flat out int spriteNum;
// simple pass-thru to the geometry generator
void main() {
gl_Position = gridPos;
spriteNum = spriteNum_in;
}
Geometry Shader
#version 330 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
flat in int spriteNum[];
smooth out vec3 stp;
uniform mat4 Projection;
uniform mat4 View;
void main() {
// Put us into screen space.
vec4 pos = View * gl_in[0].gl_Position;
int snum = spriteNum[0];
// Bottom left corner
gl_Position = pos;
gl_Position.x += 0.5;
gl_Position = Projection * gl_Position;
stp = vec3(0, 0, snum);
EmitVertex();
// Top left corner
gl_Position = pos;
gl_Position.x += 0.5;
gl_Position.y += 1;
gl_Position = Projection * gl_Position;
stp = vec3(0, 1, snum);
EmitVertex();
// Bottom right corner
gl_Position = pos;
gl_Position.x -= 0.5;
gl_Position = Projection * gl_Position;
stp = vec3(1, 0, snum);
EmitVertex();
// Top right corner
gl_Position = pos;
gl_Position.x -= 0.5;
gl_Position.y += 1;
gl_Position = Projection * gl_Position;
stp = vec3(1, 1, snum);
EmitVertex();
EndPrimitive();
}
Fragment Shader
#version 330 core
smooth in vec3 stp;
out vec4 colour;
uniform sampler2DArray Sprites;
void main() {
colour = texture(Sprites, stp);
if (colour.a < 0.2)
discard;
}
I don't think you want to base the distance calculation in your vertex shader on the projected position. Instead just calculate the position relative to your view, i.e. use the model-view matrix instead of the model-view-projection one.
Think about it this way -- in projected space, as an object gets closer to you, its distance in the horizontal and vertical directions becomes exaggerated. You can see this in the way the lamps move away from the center toward the top of the screen as you approach them. That exaggeration of those dimensions is going to make the distance get larger when you get really close, which is why you're seeing the object shrink.
At least in OpenGL ES 2.0, there is a maximum size limitation on gl_PointSize imposed by the OpenGL implementation. You can query the size with ALIASED_POINT_SIZE_RANGE.