I'm fairly new to Shadertoy and GLSL in general. I have successfully duplicated numerous Shadertoy shaders into Blender without actually knowing how it all works. I have looked for tutorials but I'm more of a visual learner.
If someone could explain or, even better, provide some images that describe the difference between fragCoord, iResolution, & fragColor. That would be great!
I'm mainly interested in the Numbers. Because I use Blender I'm used to the canvas being 0 to 1 -or- -1 to 1
This one in particular has me a bit confused.
vec2 u = (fragCoord - iResolution.xy * .5) / iResolution.y * 8.;
I can't reproduce the remaining code in Blender without knowing the coordinate system.
Any help would be greatly appreciated!
It is normal, you cannot reproduce this code in blender without knowing the coordinate system.
The Shadertoy documentation states:
Image shaders implement the mainImage() function to generate
procedural images by calculating a color for each pixel in the image.
This function is invoked once in each pixel and the host application
must provide the appropriate input data and retrieve the output color
to assign it to the corresponding pixel on the screen. The signature
of this function is:
void mainImage( out vec4 fragColor, in vec2 fragCoord);
where fragCoord contains the coordinates of the pixel for which the
shader must calculate a color. These coordinates are counted in pixels
with values from 0.5 to resolution-0.5 over the entire rendering
surface and the resolution of this surface is transmitted to the
shader via the uniform iResolution variable.
Let me explain.
The iResolution variable is a uniform vec3 which contains the dimensions of the window and is sent to the shader with some openGL code.
The fragCoord variable is a built-in variable that contains the coordinates of the pixel where the shader is being applied.
More concretely:
fragCoord : is a vec2 that is between 0 > 640 on the X axis and 0 > 360 on the Y axis
iResolution : is a vec2 with an X value of 640 and a Y value of 360
quick note on how vectors work in OpenGL:
if you have also a hard time understanging how vector work in OpenGL, I highly recommand to read the anwser of Homan bellow, a very usefull introduction to OpenGL swizzling.
This image was calculated with the following code:
// Normalized pixel coordinates (between 0 and 1)
vec2 uv = fragCoord/iResolution.xy;
// Set R and G values based on position
vec3 col = vec3(uv.x,uv.y,0);
// Output to screen
fragColor = vec4(col,1.0);
The output ranges from 0,0 in the lower-left and 1,1 in the upper-right. This is the default lower-left windows space set by OpenGL.
This an image was calculated with the following code:
// Normalized pixel coordinates (between -0.5 and 0.5)
vec2 uv = (fragCoord - iResolution.xy * 0.5)/iResolution.xy;
// Set R and G values based on position
vec3 col = vec3(uv.x,uv.y,0);
// Output to screen
fragColor = vec4(col,1.0);
The output ranges from -0.5,-0.5 in the lower-left and 0.5,0.5 because
in the first step we subtract half of the window size [0.5] from each pixel coordinate [fragCoord]. You can see the effect in the way the red and green values don't kick into visibility until much later.
You might also want to normalize only the y axis by changing the first step to
vec2 uv = (fragCoord - iResolution.xy * 0.5)/iResolution.y;
Depending our your purpose the image can seem strange if you normalize both axes so this is a possible strategy.
This an image was calculated with the following code:
// Normalized pixel coordinates (between -0.5 to 0.5)
vec2 uv = (fragCoord - iResolution.xy * 0.5)/iResolution.xy;
// Set R and G values based on position using ceil() function
// The ceil() function returns the smallest integer that is greater than the uv value
vec3 col = vec3(ceil(uv.x),ceil(uv.y),0);
// Output to screen
fragColor = vec4(col,1.0);
The ceil() function allows us to see that the center of the image is 0, 0
As for the second part of the shadertoy documentation:
The output color is returned in fragColor as a four-component vector,
the last component being ignored by the client. The result is
retrieved in an "out" variable in anticipation of the future addition
of several rendering targets.
Really all this means is that fragColor contains four values that are shopped to the next stage in the rendering pipeline. You can find more about in and out variables here.
The values in fragColor determine the color of the pixel where the shader is being applied.
If you want to learn more about shaders these are some good starting places:
the book of shader - uniform
learn OpenGL - shader
Not to take away from the accepted answer, which is very thorough. But in case anyone else was confused about the types, iResolution is a 'uniform highp 3-component vector of float'... so actually a vec3? That's why we see in examples that fragCoord (actually a vec2) is divided by iResolution.xy (the .xy gives us a vec2). But what is the '.xy' thing? Is it a method? An attribute or property? With some random googling I found out that the '.xy' tacked on at the end is called 'swizzling'
https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)#Vectors
(for convenience the gist of it is here below)
Swizzling
You can access the components of vectors using the following syntax:
vec4 someVec;
someVec.x + someVec.y;
This is called swizzling. You can use x, y, z, or w, referring to the
first, second, third, and fourth components, respectively.
The reason it has that name "swizzling" is because the following syntax is entirely valid:
vec2 someVec;
vec4 otherVec = someVec.xyxx;
vec3 thirdVec = otherVec.zyy;
You can use any combination of up to 4 of the letters to create a vector (of the same basic type) of that length. So otherVec.zyy is a vec3, which is how we can initialize a vec3 value with it. Any combination of up to 4 letters is acceptable, so long as the source vector actually has those components. Attempting to access the 'w' component of a vec3 for example is a compile-time error.
Swizzling also works on l-values (left values?):
vec4 someVec;
someVec.wzyx = vec4(1.0, 2.0, 3.0, 4.0); // Reverses the order.
someVec.zx = vec2(3.0, 5.0); // Sets the 3rd component of someVec to 3.0 and the 1st component to 5.0
However, when you use a swizzle as a way of setting component values, you cannot use the same swizzle component twice. So someVec.xx = vec2(4.0, 4.0); is not allowed.
Additionally, there are 3 sets of swizzle masks. You can use xyzw, rgba (for colors), or stpq (for texture coordinates). These three sets have no actual difference; they're just syntactic sugar. You cannot combine names from different sets in a single swizzle operation. So ".xrs" is not a valid swizzle mask.
In OpenGL 4.2 or ARB_shading_language_420pack, scalars can be swizzled as well. They obviously only have one source component, but it is legal to do this:
float aFloat;
vec4 someVec = aFloat.xxxx;
// -1 to 1
vec2 uv = (2.0 * fragCoord - iResolution.xy) / iResolution.xy;
vec3 col = vec3(uv.x, uv.y, 0.0);
fragColor = vec4(col1, 1.0);
Related
I'm trying to implement Normal Mapping, using a simple cube that i created. I followed this tutorial https://learnopengl.com/Advanced-Lighting/Normal-Mapping but i can't really get how normal mapping should be done when drawing 3d objects, since the tutorial is using a 2d object.
In particular, my cube seems almost correctly lighted but there's something i think it's not working how it should be. I'm using a geometry shader that will output green vector normals and red vector tangents, to help me out. Here i post three screenshot of my work.
Directly lighted
Side lighted
Here i actually tried calculating my normals and tangents in a different way. (quite wrong)
In the first image i calculate my cube normals and tangents one face at a time. This seems to work for the face, but if i rotate my cube i think the lighting on the adiacent face is wrong. As you can see in the second image, it's not totally absent.
In the third image, i tried summing all normals and tangents per vertex, as i think it should be done, but the result seems quite wrong, since there is too little lighting.
In the end, my question is how i should calculate normals and tangents.
Should i consider per face calculations or sum vectors per vertex across all relative faces, or else?
EDIT --
I'm passing normal and tangent to the vertex shader and setting up my TBN matrix. But as you can see in the first image, drawing face by face my cube, it seems that those faces adjacent to the one i'm looking directly (that is well lighted) are not correctly lighted and i don't know why. I thought that i wasn't correctly calculating my 'per face' normal and tangent. I thought that calculating some normal and tangent that takes count of the object in general, could be the right way.
If it's right to calculate normal and tangent as visible in the second image (green normal, red tangent) to set up the TBN matrix, why does the right face seems not well lighted?
EDIT 2 --
Vertex shader:
void main(){
texture_coordinates = textcoord;
fragment_position = vec3(model * vec4(position,1.0));
mat3 normalMatrix = transpose(inverse(mat3(model)));
vec3 T = normalize(normalMatrix * tangent);
vec3 N = normalize(normalMatrix * normal);
T = normalize(T - dot(T, N) * N);
vec3 B = cross(N, T);
mat3 TBN = transpose(mat3(T,B,N));
view_position = TBN * viewPos; // camera position
light_position = TBN * lightPos; // light position
fragment_position = TBN * fragment_position;
gl_Position = projection * view * model * vec4(position,1.0);
}
In the VS i set up my TBN matrix and i transform all light, fragment and view vectors to tangent space; doing so i won't have to do any other calculation in the fragment shader.
Fragment shader:
void main() {
vec3 Normal = texture(TextSamplerNormals,texture_coordinates).rgb; // extract normal
Normal = normalize(Normal * 2.0 - 1.0); // correct range
material_color = texture2D(TextSampler,texture_coordinates.st); // diffuse map
vec3 I_amb = AmbientLight.color * AmbientLight.intensity;
vec3 lightDir = normalize(light_position - fragment_position);
vec3 I_dif = vec3(0,0,0);
float DiffusiveFactor = max(dot(lightDir,Normal),0.0);
vec3 I_spe = vec3(0,0,0);
float SpecularFactor = 0.0;
if (DiffusiveFactor>0.0) {
I_dif = DiffusiveLight.color * DiffusiveLight.intensity * DiffusiveFactor;
vec3 vertex_to_eye = normalize(view_position - fragment_position);
vec3 light_reflect = reflect(-lightDir,Normal);
light_reflect = normalize(light_reflect);
SpecularFactor = pow(max(dot(vertex_to_eye,light_reflect),0.0),SpecularLight.power);
if (SpecularFactor>0.0) {
I_spe = DiffusiveLight.color * SpecularLight.intensity * SpecularFactor;
}
}
color = vec4(material_color.rgb * (I_amb + I_dif + I_spe),material_color.a);
}
Handling discontinuity vs continuity
You are thinking about this the wrong way.
Depending on the use case your normal map may be continous or discontinous. For example in your cube, imagine if each face had a different surface type, then the normals would be different depending on which face you are currently in.
Which normal you use is determined by the texture itself and not by any blending in the fragment.
The actual algorithm is
Load rgb values of normal
Convert to -1 to 1 range
Rotate by the model matrix
Use new value in shading calculations
If you want continous normals, then you need to make sure that the charts in the texture space that you use obey that the limits of the texture coordinates agree.
Mathematically that means that if U and V are regions of R^2 that map to the normal field N of your Shape then if the function of the mapping is f it should be that:
If lim S(x_1, x_2) = lim S(y_1, y_2) where {x1,x2} \subset U and {y_1, y_2} \subset V then lim f(x_1, x_2) = lim f(y_1, y_2).
In plain English, if the cooridnates in your chart map to positions that are close in the shape, then the normals they map to should also be close in the normal space.
TL;DR do not belnd in the fragment. This is something that should be done by the normal map itself when its baked, not'by you when rendering.
Handling the tangent space
You have 2 options. Option n1, you pass the tangent T and the normal N to the shader. In which case the binormal B is T X N and the basis {T, N, B} gives you the true space where normals need to be expressed.
Assume that in tangent space, x is side, y is forward z is up. Your transformed normal becomes (xB, yT, zN).
If you do not pass the tangent, you must first create a random vector that is orthogonal to the normal, then use this as the tangent.
(Note N is the model normal, where (x,y,z) is the normal map normal)
I've gotten shadows working properly for my Directional Lights, but I'm a little stumped when it comes to Point Lights. My idea is to use a cube map to render the depth from all six sides surrounding the light. So far, that's all working and good. I have verified this step by rendering each face of my cube to a 2D image, and it appears to be correct.
Now I'm trying to get the shadows to show up in the world. To do so, I am using GLSL's samplerCubeShadow data type. With it, I do:
vec3 lightToFrag = light.position - fragPos
float lenLightToFrag = length(lightToFrag)
vec3 normLightToFrag = normalize(lightToFrag)
float shadow = texture(depthTexture, vec4(normLightToFrag, lightToFrag))
I've tried a number of configurations, and this always renders my scene in black. Any ideas? My fragPos is just the model matrix times the vertex position. Should I be applying the light's model-view matrix to it? Or, similarly, should I be applying the world's model-view matrix to the light? Any feedback is really appreciated!
Assuming you are storing depth values in cubemap;
AFAIK cubemap is an AABB in world space, so you need to do calculations in world space. In your case light.position and fragPos must be in world space, or provide alternative variables/members if you use these names in view space in somewhere else e.g. per-fragment light calculations
Also you need to convert lightToFrag to depth value before pass to texture.
This answer shows how to convert lightToFrag to depth value: Omnidirectional shadow mapping with depth cubemap
Here my implementation (I removed #ifdef SHAD_CUBE because others use same name):
uniform samplerCubeShadow uShadMap;
uniform vec2 uFarNear;
float depthValue(const in vec3 v) {
vec3 absv = abs(v);
float z = max(absv.x, max(absv.y, absv.z));
return uFarNear.x + uFarNear.y / z;
}
float shadowCoef() {
vec3 L;
float d;
L = vPosWS - light.position_ws;
d = depthValue(L);
return texture(uShadMap, vec4(L, d));
}
This may require uniform model matrix if you only have ModelViewProjection (MVP)
Here how to calculate uNearFar at client side:
float n, f, nfsub, nf[2];
n = sm->near;
f = sm->far;
nfsub = f - n;
nf[0] = (f + n) / nfsub * 0.5f + 0.5f;
nf[1] =-(f * n) / nfsub;
glUniform2f(gkUniformLoc(prog, "uFarNear"), nf[0], nf[1]);
this is just optimization but you don't have to use this and follow the link which I mentioned before.
You may need bias value, related answer uses bias but I'm not sure how to apply it to cubemap correctly. I'm not sure d -+ 0.0001 is correct way or not.
If you want to store world distances in cubemap then this tutorial seems god one: https://learnopengl.com/Advanced-Lighting/Shadows/Point-Shadows
I am referring to this link for learning how to render a texture in webgl.
I am facing some doubts as it is not very easy for a beginner to understand.
What does these snippets mean for GLSL:
vec2 zeroToOne = a_position / u_resolution;
vec2 zeroToTwo = zeroToOne * 2.0;
vec2 clipSpace = zeroToTwo - 1.0;
Also, I don't want to fill the entire canvas if my image is bigger. I want to render all textures as a 512 * 384 (4:3), how to do that by modifying the vertices.
Since I wrote the sample you linked too I'm curious how I can improve the explanation already on that site
The sample you linked to is from this page.
That page says right at the top
This is a continuation from WebGL Fundamentals. If you haven't read that I'd suggest going there first
That page says
WebGL only cares about 2 things. Clipspace coordinates and colors. Your job as a programmer using WebGL is to provide WebGL with those 2 things. You provide 2 "shaders" to do this. A Vertex shader which provides the clipspace coordinates and a fragment shader that provides the color.
Clipspace coordinates always go from -1 to +1 no matter what size your canvas is
It then shows an example using clip space coordinates.
After that it says we'd probably rather work in pixels and shows a shader with comments that details how to convert from pixels to clip space
For 2D stuff you would probably rather work in pixels than clipspace so let's change the shader so we can supply rectangles in pixels and have it convert to clipspace for us. Here's the new vertex shader
attribute vec2 a_position;
uniform vec2 u_resolution;
void main() {
// convert the rectangle from pixels to 0.0 to 1.0
vec2 zeroToOne = a_position / u_resolution;
// convert from 0->1 to 0->2
vec2 zeroToTwo = zeroToOne * 2.0;
// convert from 0->2 to -1->+1 (clipspace)
vec2 clipSpace = zeroToTwo - 1.0;
gl_Position = vec4(clipSpace, 0, 1);
}
In fact, the sample you linked to has those exact same comments in the code.
I'd love to hear any ideas how I can make that clearer
This code likely converts a_position from 0..N-1 texture resolution space to
-1..1 range.
In my fragment shader I can load a texture, then do this:
uniform sampler2D tex;
void main(void) {
vec4 color = texture2D(tex, gl_TexCoord[0].st);
gl_FragColor = color;
}
That sets the current pixel to color value of texture. I can modify these, etc and it works well.
But a few questions. How do I tell "which" pixel I am? For example, say I want to set pixel 100,100 (x,y) to red. Everything else to black. How do I do a :
"if currentSelf.Position() == (100,100); then color=red; else color=black?"
?
I know how to set colors, but how do I get "my" location?
Secondly, how do I get values from a neighbor pixel?
I tried this:
vec4 nextColor = texture2D(tex, gl_TexCoord[1].st);
But not clear what it is returning? if I'm pixel 100,100; how do I get the values from 101,100 or 100,101?
How do I tell "which" pixel I am?
You're not a pixel. You're a fragment. There's a reason that OpenGL calls them "Fragment shaders"; it's because they aren't pixels yet. Indeed, not only may they never become pixels (via discard or depth tests or whatever), thanks to multisampling, multiple fragments can combine to form a single pixel.
If you want to tell where your fragment shader is in window-space, use gl_FragCoord. Fragment positions are floating-point values, not integers, so you have to test with a range instead of a single "100, 100" value.
Secondly, how do I get values from a neighbor pixel?
If you're talking about the neighboring framebuffer pixel, you don't. Fragment shaders cannot arbitrarily read from the framebuffer, either in their own position or in a neighboring one.
If you're talking about accessing a neighboring texel from the one you accessed, then that's just a matter of biasing the texture coordinate you pass to texture2D. You have to get the size of the texture (since you're not using GLSL 1.30 or above, you have to manually pass this in), invert the size and either add or subtract these sizes from the S and T component of the texture coordinate.
Easy peasy.
Just compute the size of a pixel based on resolution. Then look up +1 and -1.
vec2 onePixel = vec2(1.0, 1.0) / u_textureSize;
gl_FragColor = (
texture2D(u_image, v_texCoord) +
texture2D(u_image, v_texCoord + vec2(onePixel.x, 0.0)) +
texture2D(u_image, v_texCoord + vec2(-onePixel.x, 0.0))) / 3.0;
There's a good example here
I'm generating terrain in Opengl geometry shader and am having trouble calculating normals for lighting. I'm generating the terrain dynamically each frame with a perlin noise function implemented in the geometry shader. Because of this, I need an efficient way to calculate normals per-vertex based on the noise function (no texture or anything). I am able to take cross product of 2 side to get face normals, but they are generated dynamically with the geometry so I cannot then go back and smooth the face normals for vertex normals. How can I get vertex normals on the fly just using the noise function that generates the height of my terrain in the y plane (therefore height being between 1 and -1). I believe I have to sample the noise function 4 times for each vertex, but I tried something like the following and it didn't work...
vec3 xP1 = vertex + vec3(1.0, 0.0, 0.0);
vec3 xN1 = vertex + vec3(-1.0, 0.0, 0.0);
vec3 zP1 = vertex + vec3(0.0, 0.0, 1.0);
vec3 zN1 = vertex + vec3(0.0, 0.0, -1.0);
float sx = snoise(xP1) - snoise(xN1);
float sz = snoise(zP1) - snoise(zN1);
vec3 n = vec3(-sx, 1.0, sz);
normalize(n);
return n;
The above actually generated lighting that moved around like perlin noise! So any advice for how I can get the per-vertex normals correctly?
The normal is the vector perpendicular to the tangent (also known as slope). The slope of a function is its derivative; for n dimensions its n partial derivatives. So you sample the noise around a center point P and at P ± (δx, 0) and P ± (0, δy), with δx, δy choosen to be as small as possible, but large enough for numerical stability. This yields you the tangents in each direction. Then you take the cross product of them, normalize the result and got the normal at P.
You didn't say exactly how you were actually generating the positions. So I'm going to assume that you're using the Perlin noise to generate height values in a height map. So, for any position X, Y in the hieghtmap, you use a 2D noise function to generate the Z value.
So, let's assume that your position is computed as follows:
vec3 CalcPosition(in vec2 loc) {
float height = MyNoiseFunc2D(loc);
return vec3(loc, height);
}
This generates a 3D position. But in what space is this position in? That's the question.
Most noise functions expect loc to be two values on some particular floating-point range. How good your noise function is will determine what range you can pass values in. Now, if your model space 2D positions are not guaranteed to be within the noise function's range, then you need to transform them to that range, do the computations, and then transform it back to model space.
In so doing, you now have a 3D position. The transform for the X and Y values is simple (the reverse of the transform to the noise function's space), but what of the Z? Here, you have to apply some kind of scale to the height. The noise function will return a number on the range [0, 1), so you need to scale this range to the same model space that your X and Y values are going to. This is typically done by picking a maximum height and scaling the position appropriately. Therefore, our revised calc position looks something like this:
vec3 CalcPosition(in vec2 modelLoc, const in mat3 modelToNoise, const in mat4 noiseToModel)
{
vec2 loc = modelToNoise * vec3(modelLoc, 1.0);
float height = MyNoiseFunc2D(loc);
vec4 modelPos = noiseToModel * vec4(loc, height, 1.0);
return modelPos.xyz;
}
The two matrices transform to the noise function's space, and then transform back. Your actual code could use less complicated structures, depending on your use case, but a full affine transformation is simple to describe.
OK, now that we have established that, what you need to keep in mind is this: nothing makes sense unless you know what space it is in. Your normal, your positions, nothing matters until you establish what space it is in.
This function returns positions in model space. We need to calculate normals in model space. To do that, we need 3 positions: the current position of the vertex, and two positions that are slightly offset from the current position. The positions we get must be in model space, or our normal will not be.
Therefore, we need to have the following function:
void CalcDeltas(in vec2 modelLoc, const in mat3 modelToNoise, const in mat4 noiseToModel, out vec3 modelXOffset, out vec3 modelYOffset)
{
vec2 loc = modelToNoise * vec3(modelLoc, 1.0);
vec2 xOffsetLoc = loc + vec2(delta, 0.0);
vec2 yOffsetLoc = loc + vec2(0.0, delta);
float xOffsetHeight = MyNoiseFunc2D(xOffsetLoc);
float yOffsetHeight = MyNoiseFunc2D(yOffsetLoc);
modelXOffset = (noiseToModel * vec4(xOffsetLoc, xOffsetHeight, 1.0)).xyz;
modelYOffset = (noiseToModel * vec4(yOffsetLoc, yOffsetHeight, 1.0)).xyz;
}
Obviously, you can merge these two functions into one.
The delta value is a small offset in the space of the noise texture's input. The size of this offset depends on your noise function; it needs to be big enough to return a height that is significantly different from the one returned by the actual current position. But it needs to be small enough that you aren't pulling from random parts of the noise distribution.
You should get to know your noise function.
Now that you have the three positions (the current position, the x-offset, and the y-offset) in model space, you can compute the vertex normal in model space:
vec3 modelXGrad = modelXOffset - modelPosition;
vec3 modelYGrad = modelYOffset - modelPosition;
vec3 modelNormal = normalize(cross(modelXGrad, modelYGrad));
From here, do the usual things. But never forget to keep track of the spaces of your various vectors.
Oh, and one more thing: this should be done in the vertex shader. There's no reason to do this in a geometry shader, since none of the computations affect other vertices. Let the GPU's parallelism work for you.