I'm working on a 3-pass deferred lighting system for a voxel game, however I am having problems with pixelated lighting and ambient occlusion.
The first stage renders the color, position and normal of each pixel on the screen into separate textures. This part works correctly:
The second shader calculates an ambient occlusion value for each pixel on the screen and renders that to a texture. This part doesn't work correctly and is pixelated:
Raw occlusion data:
The third shader uses the color, position, normal and occlusion textures to render the game scene onto the screen. The lighting in this stage is also pixelated:
The SSAO (2nd pass) fragment shader comes from the www.LearnOpenGL.com tutorial for Screen Space Ambient Occlusion:
out float FragColor;
layout (binding = 0) uniform sampler2D gPosition; // World space position
layout (binding = 1) uniform sampler2D gNormal; // Normalised normal values
layout (binding = 2) uniform sampler2D texNoise;
uniform vec3 samples[64]; // 64 random precalculated vectors (-0.1 to 0.1 magnitude)
uniform mat4 projection;
float kernelSize = 64;
float radius = 1.5;
in vec2 TexCoords;
const vec2 noiseScale = vec2(1600.0/4.0, 900.0/4.0);
void main()
{
vec4 n = texture(gNormal, TexCoords);
// The alpha value of the normal is used to determine whether to apply SSAO to this pixel
if (int(n.a) > 0)
{
vec3 normal = normalize(n.rgb);
vec3 fragPos = texture(gPosition, TexCoords).xyz;
vec3 randomVec = normalize(texture(texNoise, TexCoords * noiseScale).xyz);
// Some maths. I don't understand this bit, it's from www.learnopengl.com
vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
vec3 bitangent = cross(normal, tangent);
mat3 TBN = mat3(tangent, bitangent, normal);
float occlusion = 0.0;
// Test 64 points around the pixel
for (int i = 0; i < kernelSize; i++)
{
vec3 sam = fragPos + TBN * samples[i] * radius;
vec4 offset = projection * vec4(sam, 1.0);
offset.xyz = (offset.xyz / offset.w) * 0.5 + 0.5;
// If the normal's are different, increase the occlusion value
float l = length(normal - texture(gNormal, offset.xy).rgb);
occlusion += l * 0.3;
}
occlusion = 1 - (occlusion / kernelSize);
FragColor = occlusion;
}
}
The lighting and final fragment shader:
out vec4 FragColor;
in vec2 texCoords;
layout (binding = 0) uniform sampler2D gColor; // Colour of each pixel
layout (binding = 1) uniform sampler2D gPosition; // World-space position of each pixel
layout (binding = 2) uniform sampler2D gNormal; // Normalised normal of each pixel
layout (binding = 3) uniform sampler2D gSSAO; // Red channel contains occlusion value of each pixel
// Each of these textures are 300 wide and 2 tall.
// The first row contains light positions. The second row contains light colours.
uniform sampler2D playerLightData; // Directional lights
uniform sampler2D mapLightData; // Spherical lights
uniform float worldBrightness;
// Amount of player and map lights
uniform float playerLights;
uniform float mapLights;
void main()
{
vec4 n = texture(gNormal, texCoords);
// BlockData: a = 4
// ModelData: a = 2
// SkyboxData: a = 0;
// Don't do lighting calculations on the skybox
if (int(n.a) > 0)
{
vec3 Normal = n.rgb;
vec3 FragPos = texture(gPosition, texCoords).rgb;
vec3 Albedo = texture(gColor, texCoords).rgb;
vec3 lighting = Albedo * worldBrightness * texture(gSSAO, texCoords).r;
for (int i = 0; i < playerLights; i++)
{
vec3 pos = texelFetch(playerLightData, ivec2(i, 0), 0).rgb;
vec3 direction = pos - FragPos;
float l = length(direction);
if (l < 40)
{
// Direction of the light to the position
vec3 spotDir = normalize(direction);
// Angle of the cone of the light
float angle = dot(spotDir, -normalize(texelFetch(playerLightData, ivec2(i, 1), 0).rgb));
// Crop the cone
if (angle >= 0.95)
{
float fade = (angle - 0.95) * 40;
lighting += (40.0 - l) / 40.0 * max(dot(Normal, spotDir), 0.0) * Albedo * fade;
}
}
}
for (int i = 0; i < mapLights; i++)
{
// Compare this pixel's position with the light's position
vec3 difference = texelFetch(mapLightData, ivec2(i, 0), 0).rgb - FragPos;
float l = length(difference);
if (l < 7.0)
{
lighting += (7.0 - l) / 7.0 * max(dot(Normal, normalize(difference)), 0.0) * Albedo * texelFetch(mapLightData, ivec2(i, 1), 0).rgb;
}
}
FragColor = vec4(lighting, 1.0);
}
else
{
FragColor = vec4(texture(gColor, texCoords).rgb, 1.0);
}
}
The size of each block face in the game is 1x1 (world space size). I have tried splitting these faces up into smaller triangles, as illustrated below, however there wasn't much visible difference.
How can I increase the resolution of the lighting and SSAO data to reduce these pixelated artifacts? Thank you in advance
Good news! Thanks to some_rand over at the GameDev stack exchange, I was able to fix this by upgrading the resolution of my position buffer from GL_RGBA16F to GL_RGBA32F.
Here is his answer.
Related
I'd like my faded lighting (based on distance from a point) to be a perfect circle no matter the resolution. Currently, the light is only a circle if the height and width of the window are equal.
This is what it looks like right now:
My fragment shader looks like this:
precision mediump float;
#endif
#define MAX_LIGHTS 10
// varying input variables from our vertex shader
varying vec4 v_color;
varying vec2 v_texCoords;
// a special uniform for textures
uniform sampler2D u_texture;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 lightsPos[MAX_LIGHTS];
uniform vec3 lightsColor[MAX_LIGHTS];
uniform float lightsSize[MAX_LIGHTS];
uniform vec2 cam;
uniform vec2 randPos;
uniform bool dark;
void main()
{
vec4 lights = vec4(0.0,0.0,0.0,1.0);
float ratio = u_resolution.x/u_resolution.y;
vec2 st = gl_FragCoord.xy/u_resolution;
vec2 loc = vec2(.5 + randPos.x, 0.5 + randPos.y);
for(int i = 0; i < MAX_LIGHTS; i++)
{
if(lightsSize[i] != 0.0)
{
// trying to reshape the light
// vec2 st2 = st;
// st2.x *= ratio;
float size = 2.0/lightsSize[i];
float dist = max(0.0, distance(lightsPos[i], st)); // st here was replaced with st2 when experimenting
lights = lights + vec4(max(0.0, lightsColor[i].x - size * dist), max(0.0, lightsColor[i].y - size * dist), max(0.0, lightsColor[i].z - size * dist), 0.0);
}
}
if(dark)
{
lights.r = max(lights.r, 0.075);
lights.g = max(lights.g, 0.075);
lights.b = max(lights.b, 0.075);
}
else
{
lights.r += 1.0;
lights.g += 1.0;
lights.b += 1.0;
}
gl_FragColor = texture2D(u_texture, v_texCoords) * lights;
}
I tried reshaping the light by multiplying the x value of the pixel by the ratio of the screen width to the screen height but that caused the lights to be out of place. I couldn't figure out anything that would put them back in their correct place while maintaining their shape.
EDIT: the displacement is determined by my camera's position in my libgdx scene.
what you need is to rescale the difference between light position and fragment position
vec2 dr = st-lightsPos[i];
dr.x*=ratio;
float dist = length(dr);
Try normalizing st like that
vec2 st = (gl_FragCoord.xy - .5*u_resolution.xy) / min(u_resolution.x, u_resolution.y);
So that coordinates of your fragments are in range [-1; 1] for y and [-ratio/2; ratio/2] where ratio = u_resolution.x/u_resolution.y
You can also make it [0; 1] for y and [0; ratio] for x by doing
vec2 st = gl_FragCoord.xy / min(u_resolution.x, u_resolution.y);
But the former is more convenient in many cases
I am following along with the LearnOpenGL guide and am trying to implement Steep Parallax Mapping.
Everything seems to be working fine except my brick wall seems to have distinct visible layers whereas the photos in the guide don't show any layers. I was trying to use this code to parallax the topography of the world but these weird layers seem to show up there too so I was hoping to find a fix for this.
Layered wall photo
[1
Photo of how it should look
Here is my modified vertex shader
#version 300 es
in vec4 vPosition; // aPos
in vec2 texCoord; // aTexCoords
in vec4 vNormal; // aNormal
in vec4 vTangent; // aTangent
uniform mat4 model_view;
uniform mat4 projection;
uniform vec4 light_position;
out vec2 ftexCoord;
out vec3 vT;
out vec3 vN;
out vec4 position;
out vec3 FragPos;
out vec3 TangentLightPos;
out vec3 TangentViewPos;
out vec3 TangentFragPos;
void
main()
{
// Normal variables
vN = normalize(model_view * vNormal).xyz;
vT = normalize(model_view * vTangent).xyz;
vec4 veyepos = model_view*vPosition;
position = veyepos;
ftexCoord = texCoord;
// Displacement variables
vec3 bi = cross(vT, vN);
FragPos = vec3(model_view * vPosition).xyz;
vec3 T = normalize(mat3(model_view) * vTangent.xyz);
vec3 B = normalize(mat3(model_view) * bi);
vec3 N = normalize(mat3(model_view) * vNormal.xyz);
mat3 TBN = transpose(mat3(T, B, N));
TangentLightPos = TBN * light_position.xyz;
TangentViewPos = TBN * vPosition.xyz;
TangentFragPos = TBN * FragPos;
gl_Position = projection * model_view * vPosition;
}
and my modified fragment shader is here
#version 300 es
precision highp float;
in vec2 ftexCoord;
in vec3 vT; //parallel to surface in eye space
in vec3 vN; //perpendicular to surface in eye space
in vec4 position;
in vec3 FragPos;
in vec3 TangentLightPos;
in vec3 TangentViewPos;
in vec3 TangentFragPos;
uniform int mode;
uniform vec4 light_position;
uniform vec4 light_color;
uniform vec4 ambient_light;
uniform sampler2D colorMap;
uniform sampler2D normalMap;
uniform sampler2D depthMap;
out vec4 fColor;
// STEEP PARALLAX MAPPING
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
{
// number of depth layers
const float minLayers = 8.0;
const float maxLayers = 32.0;
float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
// calculate the size of each layer
float layerDepth = 1.0 / numLayers;
// depth of current layer
float currentLayerDepth = 0.0;
// the amount to shift the texture coordinates per layer (from vector P)
vec2 P = viewDir.xy / viewDir.z * 0.1;
vec2 deltaTexCoords = P / numLayers;
// get initial values
vec2 currentTexCoords = texCoords;
float currentDepthMapValue = texture(depthMap, currentTexCoords).r;
while(currentLayerDepth < currentDepthMapValue)
{
// shift texture coordinates along direction of P
currentTexCoords -= deltaTexCoords;
// get depthmap value at current texture coordinates
currentDepthMapValue = texture(depthMap, currentTexCoords).r;
// get depth of next layer
currentLayerDepth += layerDepth;
}
return currentTexCoords;
}
void main()
{
// DO NORMAL MAPPING
if (mode == 0) {
vec3 T = normalize(vT);
vec3 N = normalize(vN);
vec3 bi = cross(T, N);
mat4 changeOfCoord = mat4(vec4(T, 0), vec4(bi, 0), vec4(N, 0), vec4(0, 0, 0, 1));
vec3 L = normalize(light_position - position).xyz;
vec3 E = normalize(-position).xyz;
vec4 text = vec4(texture(normalMap, ftexCoord) * 2.0 - 1.0);
vec4 eye = changeOfCoord * text;
vec4 amb = texture(colorMap, ftexCoord) * ambient_light;
vec4 diff = max(0.0, dot(L, eye.xyz)) * light_color * texture(colorMap, ftexCoord);
fColor = amb + diff;
} else if (mode == 1) { // DO PARALLAX MAPPING
// offset texture coordinates with Parallax Mapping
vec3 viewDir = normalize(TangentViewPos - TangentFragPos);
vec2 texCoords = ftexCoord;
texCoords = ParallaxMapping(ftexCoord, viewDir);
// discard samples outside of the default texture coordinate space
if(texCoords.x > 1.0 || texCoords.y > 1.0 || texCoords.x < 0.0 || texCoords.y < 0.0)
discard;
// obtain normal from normal map
vec3 normal = texture(normalMap, texCoords).rgb;
//values stored in normal texture is [0,1] range, we need [-1, 1] range
normal = normalize(normal * 2.0 - 1.0);
// get diffuse color
vec3 color = texture(colorMap, texCoords).rgb;
// ambient
vec3 ambient = 0.1 * color;
// diffuse
vec3 lightDir = normalize(TangentLightPos - TangentFragPos);
float diff = max(dot(lightDir, normal), 0.0);
vec3 diffuse = diff * color;
// specular
vec3 reflectDir = reflect(lightDir, normal);
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(normal, halfwayDir), 0.0), 32.0);
vec3 specular = vec3(0.2) * spec;
fColor = vec4(ambient + diffuse + 0.0, 1.0);
}
}
The layers at acute gazing angles are a common effect at parallax mapping. To improve the result you've to increment the number of samples or implement Parallax Occlusion Mapping (as described in the bottom part of the tutorial):
// STEEP PARALLAX MAPPING
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
{
// number of depth layers
const float minLayers = 8.0;
const float maxLayers = 32.0;
float numLayers = mix(maxLayers, minLayers, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
// calculate the size of each layer
float layerDepth = 1.0 / numLayers;
// depth of current layer
float currentLayerDepth = 0.0;
// the amount to shift the texture coordinates per layer (from vector P)
vec2 P = viewDir.xy / viewDir.z * 0.1;
vec2 deltaTexCoords = P / numLayers;
// get initial values
vec2 currentTexCoords = texCoords;
float currentDepthMapValue = texture(depthMap, currentTexCoords).r;
while(currentLayerDepth < currentDepthMapValue)
{
// shift texture coordinates along direction of P
currentTexCoords -= deltaTexCoords;
// get depthmap value at current texture coordinates
currentDepthMapValue = texture(depthMap, currentTexCoords).r;
// get depth of next layer
currentLayerDepth += layerDepth;
}
// get texture coordinates before collision (reverse operations)
vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
// get depth after and before collision for linear interpolation
float afterDepth = currentDepthMapValue - currentLayerDepth;
float beforeDepth = texture(depthMap, prevTexCoords).r - currentLayerDepth + layerDepth;
// interpolation of texture coordinates
float weight = afterDepth / (afterDepth - beforeDepth);
vec2 finalTexCoords = prevTexCoords * weight + currentTexCoords * (1.0 - weight);
return finalTexCoords;
}
By thee way, the vector seems to be inverted. In common the bitangent is the Cross product of the normal vector and the tangent in a Right-handed system. But that depends on the displacement texture.
vec3 bi = cross(vT, vN);
vec3 bi = cross(vN, vT);
See further:
Bump Mapping with javascript and glsl
Normal, Parallax and Relief mapping
Demo
While implementing SSLR, I ran into the problem of incorrectly displaying objects: they are infinitely projected "down" and displayed in no way at all in the mirror. I give the code and screenshot below.
Fragment SSLR shader:
#version 330 core
uniform sampler2D normalMap; // in view space
uniform sampler2D depthMap; // in view space
uniform sampler2D colorMap;
uniform sampler2D reflectionStrengthMap;
uniform mat4 projection;
uniform mat4 inv_projection;
in vec2 texCoord;
layout (location = 0) out vec4 fragColor;
vec3 calcViewPosition(in vec2 texCoord) {
// Combine UV & depth into XY & Z (NDC)
vec3 rawPosition = vec3(texCoord, texture(depthMap, texCoord).r);
// Convert from (0, 1) range to (-1, 1)
vec4 ScreenSpacePosition = vec4(rawPosition * 2 - 1, 1);
// Undo Perspective transformation to bring into view space
vec4 ViewPosition = inv_projection * ScreenSpacePosition;
// Perform perspective divide and return
return ViewPosition.xyz / ViewPosition.w;
}
vec2 rayCast(vec3 dir, inout vec3 hitCoord, out float dDepth) {
dir *= 0.25f;
for (int i = 0; i < 20; i++) {
hitCoord += dir;
vec4 projectedCoord = projection * vec4(hitCoord, 1.0);
projectedCoord.xy /= projectedCoord.w;
projectedCoord.xy = projectedCoord.xy * 0.5 + 0.5;
float depth = calcViewPosition(projectedCoord.xy).z;
dDepth = hitCoord.z - depth;
if(dDepth < 0.0) return projectedCoord.xy;
}
return vec2(-1.0);
}
void main() {
vec3 normal = texture(normalMap, texCoord).xyz * 2.0 - 1.0;
vec3 viewPos = calcViewPosition(texCoord);
// Reflection vector
vec3 reflected = normalize(reflect(normalize(viewPos), normalize(normal)));
// Ray cast
vec3 hitPos = viewPos;
float dDepth;
float minRayStep = 0.1f;
vec2 coords = rayCast(reflected * max(minRayStep, -viewPos.z), hitPos, dDepth);
if (coords != vec2(-1.0)) fragColor = mix(texture(colorMap, texCoord), texture(colorMap, coords), texture(reflectionStrengthMap, texCoord).r);
else fragColor = texture(colorMap, texCoord);
}
Screenshot:
Also, the lamp is not reflected at all
I will grateful for help
UPDATE:
colorMap:
normalMap:
depthMap:
UPDATE: I solved the problem with the wrong reflection, but there are still problems.
I solved it as follows: ViewPosition.y *= -1
Now, as you can see in the screenshot, the lower parts of the objects are not reflected for some reason.
The question still remains open.
I m struggling to get a fine ssr too. I found two things that could help.
To get the view space normals you have to keep only the rotation of the camera and remove the translation, because if you dont, you will get the normals stretched to the opposite direction of the camera movement and will no longer have the right direction even if you normalize them again, for column major mat4 you can do it like:
mat4 viewNoTranslation = view;
viewNoTranslation[3] = vec4(0.0, 0.0, 0.0, 1.0);
The depth sampling from the depth image is logarithmic and if you linearize it you will get indeed the values from 0 to 1 but they will be inaccurate as to the needed precision. I tried to get the depth value straight from the vertex shader:
gl_Position = ubo.projection * ubo.view * ubo.model * inPos;
depth = gl_Position.z;
I dont know if it is right but the depth now is more accurate.
If you make proggress, please update :)
Faced a problem when trying to create a spotlight in my scene. The problem is that my camera is moving around the scene, and because of this, there is something wrong with the lighting. In addition, I see only a black screen. I understand that I missed the transformation somewhere, or did some extra, but where - I really do not know.
Below is the code for my shaders.
Fragment shader:
#version 330 core
precision mediump float; // Set the default precision to medium. We don't need as high of a
// precision in the fragment shader.
#define MAX_LAMPS_COUNT 8 // Max lamps count.
uniform vec3 u_ViewPos; // Camera position
uniform int u_LampsCount; // Lamps count
uniform int u_ShadowMapWidth = 1024; // shadow map width / default is 1024
uniform int u_ShadowMapHeight = 1024; // shadow map height / default is 1024
uniform float brightnessThreshold = 0.5; // brightness threshold variable
uniform float far_plane = 16;
varying mat4 v_MVMatrix; // Model View matrix
varying mat3 v_TBN; // Tangent Bitangent Normal matrix
varying vec4 v_Position; // Position for this fragment.
varying vec3 v_Normal; // Interpolated normal for this fragment.
varying vec2 v_Texture; // Texture coordinates.
varying float v_NormalMapping; // Is normal mapping enabled 0 - false, 1 - true
struct Lamp {
float ambientStrength;
float diffuseStrength;
float specularStrength;
float kc; // constant term
float kl; // linear term
float kq; // quadratic term
int shininess;
vec3 lampPos; // in eye space, cameraViewMatrix * lamp world coordinates
vec3 lampColor;
};
uniform samplerCube shadowMaps[MAX_LAMPS_COUNT];
uniform struct Mapping {
sampler2D ambient;
sampler2D diffuse;
sampler2D specular;
sampler2D normal;
} u_Mapping;
uniform Lamp u_Lamps[MAX_LAMPS_COUNT];
vec3 norm;
vec3 fragPos;
float shadow;
// output colors
layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec4 fragBrightColor;
float calculateShadow(int textureIndex, vec3 lightPos) {
// get vector between fragment position and light position
vec3 fragToLight = fragPos - lightPos;
// use the light to fragment vector to sample from the depth map
float closestDepth = texture(shadowMaps[textureIndex], fragToLight).r;
// it is currently in linear range between [0,1]. Re-transform back to original value
closestDepth *= far_plane;
// now get current linear depth as the length between the fragment and light position
float currentDepth = length(fragToLight);
// now test for shadows
float bias = 0.05;
float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
//fragColor = vec4(vec3(closestDepth / far_plane), 1.0); // visualization
return shadow;
}
float calculateAttenuation(Lamp lamp) {
float distance = length(lamp.lampPos - fragPos);
return 1.0 / (
lamp.kc +
lamp.kl * distance +
lamp.kq * (distance * distance)
);
}
vec4 toVec4(vec3 v) {
return vec4(v, 1);
}
// The entry point for our fragment shader.
void main() {
// Transform the vertex into eye space.
fragPos = vec3(v_MVMatrix * v_Position);
vec3 viewDir = normalize(u_ViewPos - fragPos);
if (v_NormalMapping == 0) norm = vec3(normalize(v_MVMatrix * vec4(v_Normal, 0)));
else { // using normal map if normal mapping enabled
norm = texture2D(u_Mapping.normal, v_Texture).rgb;
norm = normalize(norm * 2.0 - 1.0); // from [0; 1] to [-1; -1]
norm = normalize(v_TBN * norm);
}
vec3 ambientResult = vec3(0, 0, 0); // result of ambient lighting for all lamps
vec3 diffuseResult = vec3(0, 0, 0); // result of diffuse lighting for all lamps
vec3 specularResult = vec3(0, 0, 0); // result of specular lighting for all lamps
for (int i = 0; i<u_LampsCount; i++) {
// attenuation
float attenuation = calculateAttenuation(u_Lamps[i]);
// ambient
vec3 ambient = u_Lamps[i].ambientStrength * u_Lamps[i].lampColor * attenuation;
// diffuse
vec3 lightDir = normalize(u_Lamps[i].lampPos - fragPos);
float diff = max(dot(norm, lightDir), 0.0);
vec3 diffuse = u_Lamps[i].diffuseStrength * diff * u_Lamps[i].lampColor * attenuation;
// specular
vec3 reflectDir = reflect(-lightDir, norm);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), u_Lamps[i].shininess);
vec3 specular = u_Lamps[i].specularStrength * spec * u_Lamps[i].lampColor * attenuation;
// fragment position in light space
//fragLightSpacePos = u_Lamps[i].lightSpaceMatrix * u_Lamps[i].lightModelMatrix * v_Position;
// calculate shadow
shadow = calculateShadow(i, u_Lamps[i].lampPos);
// result for this(i) lamp
ambientResult += ambient;
diffuseResult += diffuse * (1-shadow);
specularResult += specular * (1-shadow);
}
fragColor =
toVec4(ambientResult) * texture2D(u_Mapping.ambient, v_Texture) +
toVec4(diffuseResult) * texture2D(u_Mapping.diffuse, v_Texture) +
toVec4(specularResult) * texture2D(u_Mapping.specular, v_Texture);
// brightness calculation
//float brightness = dot(fragColor.rgb, vec3(0.2126, 0.7152, 0.0722));
//if (brightness > brightnessThreshold) fragBrightColor = vec4(fragColor.rgb, 1.0);
fragBrightColor = vec4(0, 0, 0, 1);
}
Vertex shader:
#version 130
uniform mat4 u_MVPMatrix; // A constant representing the combined model/view/projection matrix.
uniform mat4 u_MVMatrix; // A constant representing the combined model/view matrix.
uniform float u_NormalMapping; // Normal mapping; 0 - false, 1 - true
attribute vec4 a_Position; // Per-vertex position information we will pass in.
attribute vec3 a_Normal; // Per-vertex normal information we will pass in.
attribute vec3 a_Tangent; // Per-vertex tangent information we will pass in.
attribute vec3 a_Bitangent; // Per-vertex bitangent information we will pass in.
attribute vec2 a_Texture; // Per-vertex texture information we will pass in.
varying mat4 v_MVMatrix; // This will be passed into the fragment shader.
varying mat3 v_TBN; // This will be passed into the fragment shader.
varying vec4 v_Position; // This will be passed into the fragment shader.
varying vec3 v_Normal; // This will be passed into the fragment shader.
varying vec2 v_Texture; // This will be passed into the fragment shader.
varying float v_NormalMapping; // This will be passed into the fragment shader.
void main() {
// creating TBN (tangent-bitangent-normal) matrix if normal mapping enabled
if (u_NormalMapping == 1) {
vec3 T = normalize(vec3(u_MVMatrix * vec4(a_Tangent, 0.0)));
vec3 B = normalize(vec3(u_MVMatrix * vec4(a_Bitangent, 0.0)));
vec3 N = normalize(vec3(u_MVMatrix * vec4(a_Normal, 0.0)));
mat3 TBN = mat3(T, B, N);
v_TBN = TBN;
}
// 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;
// sending all needed variables to fragment shader
v_Position = a_Position;
v_Texture = a_Texture;
v_NormalMapping = u_NormalMapping;
v_MVMatrix = u_MVMatrix;
v_Normal = a_Normal;
}
Vertex shadow shader:
#version 130
attribute vec3 a_Position;
uniform mat4 u_ModelMatrix;
void main() {
gl_Position = u_ModelMatrix * vec4(a_Position, 1.0);
}
Fragment shadow shader:
#version 330 core
in vec4 fragPos;
uniform vec3 lightPos; // cameraViewMatrix * lamp world coordinates
uniform float far_plane = 16;
void main()
{
float lightDistance = length(fragPos.xyz - lightPos);
// map to [0;1] range by dividing by far_plane
lightDistance = lightDistance / far_plane;
// write this as modified depth
gl_FragDepth = lightDistance;
}
Geometry shadow shader:
#version 330 core
layout (triangles) in;
layout (triangle_strip, max_vertices=18) out;
uniform mat4 shadowMatrices[6];
out vec4 fragPos; // FragPos from GS (output per emitvertex)
void main() {
for(int face = 0; face < 6; ++face) {
gl_Layer = face; // built-in variable that specifies to which face we render.
for(int i = 0; i < 3; ++i) // for each triangle's vertices
{
fragPos = gl_in[i].gl_Position;
gl_Position = shadowMatrices[face] * fragPos;
EmitVertex();
}
EndPrimitive();
}
}
And a video demonstrating visualization shadow map:
https://youtu.be/zaNXGG1qLaw
I understand that I missed the transformation somewhere, or did some extra, but where - I really do not know.
The content of shadowMaps[textureIndex] is probably a depth map taken in "light space". This means it is a depth map as seen from the light source.
But
fragPos = vec3(v_MVMatrix * v_Position);
and
struct Lamp {
.....
vec3 lampPos; // in eye space, cameraViewMatrix * lamp world coordinates
.....
};
are in view space coordiantes. This causes that
vec3 fragToLight = fragPos - lightPos;
is a direction in view space, as seen from the camera.
If you do
float closestDepth = texture(shadowMaps[textureIndex], fragToLight).r;
then a "light space" map is accessed by a "view space" vector. The transformation from view space coordiantes to "light space" coordiantes is missing.
To solve the issue you need a matrix which transforms from world coordinates to "light space" coordinates. This is the inverse matrix, of that view projection matrix, which you used, when you create shadowMaps.
mat4 inverse_light_vp_mat[MAX_LAMPS_COUNT];
The fragment position has to be transformed to world coordinates, then it has to be transformed to "light space" coordinates, with inverse_light_vp_mat:
varying mat4 v_ModelMatrix; // Model matrix
vec4 fragLightPos = inverse_light_vp_mat[textureIndex] * v_ModelMatrix * v_Position;
fragLightPos.xyz /= fragLightPos.w;
In "light space" the light position is vec3( 0.0, 0.0, 0.0 ), because the position of the light source is the origin of the "light space". So the look up in the shadowMaps can be done directly with fragLightPos:
float closestDepth = texture(shadowMaps[textureIndex], fragLightPos.xyz).r;
The problem was solved. It was due to the fact that I considered a map of shadows in the camera space (view space), but it was necessary in the world space. Also, during the calculation of the shadow itself, it was also necessary to calculate everything in the world space.
Fragment shader:
vec3 fragToLight = vec3(model * v_Position) - lightPosWorldSpace;
or
vec3 fragToLight = vec3(model * v_Position) - vec3(inverse(view) * lightPos); (lightPos - vec4)
Fragment shadow shader:
float lightDistance = length(fragPos.xyz - lightPos);, lightPos - lamp position in world space
I'm trying to implement this version of ssao with this tutorial:
http://www.learnopengl.com/#!Advanced-Lighting/SSAO
Here is what I end up with for my render textures.
When I move the camera the shadows seem to follow
Seems like I am missing some kind of matrix multiplication with the camera.
CODE
gBuffer Vertex
#version 330 core
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec3 vertexNormal;
out vec3 position;
out vec3 normal;
uniform mat4 m;
uniform mat4 v;
uniform mat4 p;
uniform mat4 n;
void main()
{
vec4 viewPos = v * m * vec4(vertexPosition, 1.0f);
position = viewPos.xyz;
gl_Position = p * viewPos;
normal = vec3(n * vec4(vertexNormal, 0.0f));
}
gBuffer Fragment
#version 330 core
layout (location = 0) out vec4 gPosition;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec4 gColor;
in vec3 position;
in vec3 normal;
const float NEAR = 0.1f;
const float FAR = 50.0f;
float LinearizeDepth(float depth)
{
float z = depth * 2.0f - 1.0f;
return (2.0 * NEAR * FAR) / (FAR + NEAR - z * (FAR - NEAR));
}
void main()
{
gPosition.xyz = position;
gPosition.a = LinearizeDepth(gl_FragCoord.z);
gNormal = normalize(normal);
gColor.rgb = vec3(1.0f);
}
SSAO Vertex
#version 330 core
layout (location = 0) in vec3 vertexPosition;
layout (location = 1) in vec2 texCoords;
out vec2 UV;
void main(){
gl_Position = vec4(vertexPosition, 1.0f);
UV = texCoords;
}
SSAO Fragment
#version 330 core
out float FragColor;
in vec2 UV;
uniform sampler2D gPositionDepth;
uniform sampler2D gNormal;
uniform sampler2D texNoise;
uniform vec3 samples[32];
uniform mat4 projection;
// parameters (you'd probably want to use them as uniforms to more easily tweak the effect)
int kernelSize = 32;
float radius = 1.0;
// tile noise texture over screen based on screen dimensions divided by noise size
const vec2 noiseScale = vec2(1024.0f/4.0f, 1024.0f/4.0f);
void main()
{
// Get input for SSAO algorithm
vec3 fragPos = texture(gPositionDepth, UV).xyz;
vec3 normal = texture(gNormal, UV).rgb;
vec3 randomVec = texture(texNoise, UV * noiseScale).xyz;
// Create TBN change-of-basis matrix: from tangent-space to view-space
vec3 tangent = normalize(randomVec - normal * dot(randomVec, normal));
vec3 bitangent = cross(normal, tangent);
mat3 TBN = mat3(tangent, bitangent, normal);
// Iterate over the sample kernel and calculate occlusion factor
float occlusion = 0.0;
for(int i = 0; i < kernelSize; ++i)
{
// get sample position
vec3 sample = TBN * samples[i]; // From tangent to view-space
sample = fragPos + sample * radius;
// project sample position (to sample texture) (to get position on screen/texture)
vec4 offset = vec4(sample, 1.0);
offset = projection * offset; // from view to clip-space
offset.xyz /= offset.w; // perspective divide
offset.xyz = offset.xyz * 0.5 + 0.5; // transform to range 0.0 - 1.0
// get sample depth
float sampleDepth = -texture(gPositionDepth, offset.xy).w; // Get depth value of kernel sample
// range check & accumulate
float rangeCheck = smoothstep(0.0, 1.0, radius / abs(fragPos.z - sampleDepth ));
occlusion += (sampleDepth >= sample.z ? 1.0 : 0.0) * rangeCheck;
}
occlusion = 1.0 - (occlusion / kernelSize);
FragColor = occlusion;
}
I've read around and saw someone had a similar issue and passed the view matrix into the ssao shader and multiplied the sampleDepth:
float sampleDepth = (viewMatrix * -texture(gPositionDepth, offset.xy)).w;
But seems like it just makes things worse.
Heres another view from up top where you can see the shadows move with the camera
If I position my camera in certain ways things line up
Although I can only assume the value of your normal matrix n in the gBuffer vertex shader, it seems like you don't store your normals in view space but in world space. Since the SSAO calculations are done in screen space, this could (at least partially) explain the unexpected behavior. In that case, you either need to multiply your view matrix v to your normals before storing them to the gBuffer (potentially more efficient, but may interfere with your other shading calculations) or after retrieving them.