I'm trying to implement some basic lighting and shading following the tutorial over here and here.
Everything is more or less working but I get some kind of strange flickering on object surfaces due to the shading.
I have two images attached to show you guys how this problem looks.
I think the problem is related to the fact that I'm passing vertex coordinates from vertex shader to fragment shader to compute some lighting variables as stated in the above linked tutorials.
Here is some source code (stripped out unrelated code).
Vertex Shader:
#version 150 core
in vec4 pos;
in vec4 in_col;
in vec2 in_uv;
in vec4 in_norm;
uniform mat4 model_view_projection;
out vec4 out_col;
out vec2 passed_uv;
out vec4 out_vert;
out vec4 out_norm;
void main(void) {
gl_Position = model_view_projection * pos;
out_col = in_col;
out_vert = pos;
out_norm = in_norm;
passed_uv = in_uv;
}
and Fragment Shader:
#version 150 core
uniform sampler2D tex;
uniform mat4 model_mat;
in vec4 in_col;
in vec2 passed_uv;
in vec4 vert_pos;
in vec4 in_norm;
out vec4 col;
void main(void) {
mat3 norm_mat = mat3(transpose(inverse(model_mat)));
vec3 norm = normalize(norm_mat * vec3(in_norm));
vec3 light_pos = vec3(0.0, 6.0, 0.0);
vec4 light_col = vec4(1.0, 0.8, 0.8, 1.0);
vec3 col_pos = vec3(model_mat * vert_pos);
vec3 s_to_f = light_pos - col_pos;
float brightness = dot(norm, normalize(s_to_f));
brightness = clamp(brightness, 0, 1);
gl_FragColor = out_col;
gl_FragColor = vec4(brightness * light_col.rgb * gl_FragColor.rgb, 1.0);
}
As I said earlier I guess the problem has to do with the way the vertex position is passed to the fragment shader. If I change the position values to something static no more flickering occurs.
I changed all other values to statics, too. It's the same result - no flickering if I am not using the vertex position data passed from vertex shader.
So, if there is someone out there with some GL-wisdom .. ;)
Any help would be appreciated.
Side note: running all this stuff on an Intel HD 4000 if that may provide further information.
Thanks in advance!
Ivan
The names of the out variables in the vertex shader and the in variables in the fragment shader need to match. You have this in the vertex shader:
out vec4 out_col;
out vec2 passed_uv;
out vec4 out_vert;
out vec4 out_norm;
and this in the fragment shader:
in vec4 in_col;
in vec2 passed_uv;
in vec4 vert_pos;
in vec4 in_norm;
These variables are associated by name, not by order. Except for passed_uv, the names do not match here. For example, you could use these declarations in the vertex shader:
out vec4 passed_col;
out vec2 passed_uv;
out vec4 passed_vert;
out vec4 passed_norm;
and these in the fragment shader:
in vec4 passed_col;
in vec2 passed_uv;
in vec4 passed_vert;
in vec4 passed_norm;
Based on the way I read the spec, your shader program should actually fail to link. At least in the GLSL 4.50 spec, in the table on page 43, it lists "Link-Time Error" for this situation. The rules seem somewhat ambiguous in earlier specs, though.
Related
I tried to realize height map with GLSL.
For it, i need to sent my picture to VertexShader and get grey component.
glActiveTexture(GL_TEXTURE0);
Texture.bind();
glUniform1i(mShader.getUniformLocation("heightmap"), 0);
mShader.getUniformLocation uses glGetUniformLocation and work good for other uniforms values, that used in Fragment, Vertex Shaders. But for heightmap return -1...
VertexShader code:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec4 color;
layout (location = 2) in vec2 texCoords;
layout (location = 3) in vec3 normal;
out vec3 Normal;
out vec3 FragPos;
out vec2 TexCoords;
out vec4 ourColor;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform sampler2D heightmap;
void main()
{
float bias = 0.25;
float h = 0.0;
float scale = 5.0;
h = scale * ((texture2D(heightmap, texCoords).r) - bias);
vec3 hnormal = vec3(normal.x*h, normal.y*h, normal.z*h);
vec3 position1 = position * hnormal;
gl_Position = projection * view * model * vec4(position1, 1.0f);
FragPos = vec3(model * vec4(position, 1.0f));
Normal = mat3(transpose(inverse(model))) * normal;
ourColor = color;
TexCoords = texCoords;
}
may be algorithm of getting height is bad, but error with getting uniformlocation stops my work..
What is wrong? Any ideas?
UPD: texCoords (not TexCoords) of course is using in
h = scale * ((texture2D(heightmap, texCoords).r) - bias);
my mistake, but it doesn't solve the problem. Having same error..
My bet is your variable has been optimized out by driver or the shader did not compile/link properly. After trying to compile your shader (on my nVidia) I got this in the logs:
0(9) : warning C7050: "TexCoords" might be used before being initialized
You should always check the GLSL compile/link logs ? see
How to debug GLSL Fragment shader
especially how the glGetShaderInfoLog is used.
In line
h = scale * ((texture2D(heightmap, TexCoords).r) - bias);
You are using TexCoords which is output variable and not yet set so the behavior is undefined and most likely your gfx driver throw that line away (and may be others) removing the TexCoords from shader completely but that is just my assumption.
What driver and gfx card you got?
What returns the logs on your setup?
I was looking for a lot of this problem. I found this question Passing data into different shaders but this problem not mine. I get "The fragment shader uses varying "normal", but previous shader does not write to it." error message.
My vertey shader code:
#version 430
in layout(location=0) vec3 position;
in layout(location=1) vec3 normal;
out vec3 norm;
uniform mat4 transformation;
void main()
{
gl_Position = transformation * vec4(position, 1.0);
norm = (transformation * vec4(normal, 0.0)).xyz;
}
And my fragment shader code:
#version 430
in vec3 normal;
out vec4 colour;
vec3 lightPos = vec3(0,50,0);
vec3 lightColor = vec3(0.5, 0, 0);
vec3 materialColor = vec3(0, 1.0, 0);
void main() {
float cosTheta = dot(-lightPos, normalize(normal));
vec3 temp = materialColor * lightColor * cosTheta;
colour = vec4(temp, 1.0);
}
What is the main problem? I don't understand this message my vertex shader using the normal vector and it passing into fragment shader. I don't see difference between the linked code and mine. Please tell me some idea :\
If you want to use different variable names for some reason you can specify a location to match in- and output variables.
For example, in your case:
.vert:
out layout(location = 7) vec3 norm;
.frag:
in layout(location = 7)vec3 normal;
I want to darken the corners of my little quad in my program. I have the following vertex shader:
#version 130
varying vec4 v_color;
varying vec2 v_texcoord;
void main()
{
v_color = gl_Color.rgba;
v_texcoord = gl_MultiTexCoord0.xy;
gl_FrontColor = vec4(v_color.r, v_color.g, v_color.b, 1.0f);
gl_Position = ftransform();
}
And my fragment shader:
#version 130
uniform sampler2D u_texture;
varying vec4 v_color;
varying vec2 v_texcoord;
void main()
{
gl_FragColor = v_color * texture2D(u_texture, v_texcoord);
}
I read somewhere that gl_FrontColor could be used to "color" vertices, but no matter what I change the values to, it always seems to stay the same.
My question is, what function can I use to set the color of my vertices? I want the vertices to be slightly darker than the rest of the quad so it looks a little "nicer".
You output to both v_color (your varying), and gl_FrontColor (GLSL builtin). But, in fragment shader, you only use v_color, so anything that is in gl_FrontColor is being ignored.
You should use only one of these. Either
// vertex
#version 130
#define SCALE_FACTOR 0.5
varying vec4 v_color;
varying vec2 v_texcoord;
void main()
{
v_color = vec4(gl_Color.rgb * SCALE_FACTOR, 1.0);
v_texcoord = gl_MultiTexCoord0.xy;
gl_Position = ftransform();
}
// fragment
#version 130
uniform sampler2D u_texture;
varying vec4 v_color;
varying vec2 v_texcoord;
void main()
{
gl_FragColor = v_color * texture2D(u_texture, v_texcoord);
}
Or use gl_FrontColor in vertex and gl_Color in fragment shader, instead of your v_color (and remove this varying as it no longer needed).
Of course vertex gl_Color attribute comes from glColorPointer, - if you changed that colors, it would be changed in shader too.
(Edit): The original code I posted was for both gouraud and phong shading options. I've changed it so it is just phong shading and posted below. The mesh is too big to describe here, as it is generated from a Bezier Patch.
I'm having some problems with flat and phong shading in Open GL 3 Mesa 9. It seems no matter what I do I get flat shaded figures, with tiny facets (planes) and I cannot get Blinn-Phong shading to work.
Here are my shaders:
(Vertex Shader)
//material parameters
uniform vec4 AmbientProduct, DiffuseProduct, SpecularProduct;
uniform float Shininess;
attribute vec4 vPosition;
//attribute vec4 vColor;
attribute vec4 vNormal;
attribute vec4 vControlColor;
attribute vec2 texcoord;
uniform mat4 model_view;
uniform mat4 projection;
uniform int flag;
uniform int phong_flag;
uniform vec4 eye_position;
//lighting parameters
uniform vec4 light_1; //light 1 position
uniform vec4 light_2; //light 2 position
varying vec4 control_color;
varying vec4 color;
varying vec4 position;
varying vec4 normal;
varying vec2 st;
void
main()
{
control_color = vControlColor;
position = vPosition;
normal = vNormal;
tex_coords = texcoord;
st = texcoord;
gl_Position = projection*model_view*vPosition;
}
And my fragment shader:
//material parameters
uniform vec4 AmbientProduct, DiffuseProduct, SpecularProduct;
uniform float Shininess;
uniform vec4 eye_position;
uniform int phong_flag;
//lighting parameters
uniform vec4 light_1; //light 1 position
uniform vec4 light_2; //light 2 position
varying vec4 light_2_transformed; //light 2 transformed position
uniform int Control_Point_Flag;
uniform sampler2D texMap;
varying vec4 color;
varying vec4 position;
varying vec4 normal;
varying vec4 control_color;
varying vec2 st;
void
main()
{
vec4 N = normalize(normal);
vec4 E = normalize(eye_position - position);
vec4 L1 = normalize(light_1 - position);
vec4 L2 = normalize(light_2 - position);
vec4 H1 = normalize( L1 + E);
vec4 H2 = normalize( L2 + E);
//calculate ambient component
vec4 ambient = AmbientProduct;
//calculate diffuse componenent
float k_d_1 = max(dot(L1,N), 0.0);
float k_d_2 = max(dot(L2,N), 0.0);
vec4 diffuse1 = k_d_1*DiffuseProduct;
vec4 diffuse2 = k_d_2*DiffuseProduct;
//calculate specular componenent
float k_s_1 = pow(max(dot(N, H1), 0.0), Shininess);
float k_s_2 = pow(max(dot(N, H2), 0.0), Shininess);
vec4 specular1 = k_s_1*SpecularProduct;
vec4 specular2 = k_s_2*SpecularProduct;
//if specular color is behind the camera, discard it
if (dot(L1, N) < 0.0) {
specular1 = vec4(0.0, 0.0, 0.0, 1.0);
}
if (dot(L2, N) < 0.0) {
specular2 = vec4(0.0, 0.0, 0.0, 1.0);
}
vec4 final_color = ambient + diffuse1 + diffuse2 + specular1 + specular2;
final_color.a = 1.0;
/* gl_FragColor = final_color; */
gl_FragColor = final_color*texture2D(texMap, st);
}
Does everything look ok for my shaders?
Things worth noting:
You have variables for a ModelView in your vertex shader, but you never use it in calculating position. Your vertex "position"s are thus whatever is passed from your OpenGL application and are not affected by any transformations you may be trying to do, though they are physically placed correctly because you use the matrices for gl_Position.
You aren't passing a Normal matrix to your shader. The Normal matrix is calculated by taking the transpose inverse of the ModelView matrix. Calculate this outside of the shader and pass it in. If you don't multiply your normals by the Normal matrix, you'll still be able to transform your model, but the normals will all still be facing the same way, so your lighting will be incorrect.
However, your normal vectors on the OpenGL side are may likely be the culprit. See this question for a good explanation of a possible source of unwanted flat shading.
As a side note, both of your shaders seem more complicated than they should be. That is to say, they have too many variables that aren't used and too much stuff that you could condense into fewer lines. It's just housekeeping, but it will make keeping track of your code easier.
I've been learning OpenGL for the past couple of weeks and I've run into some trouble implementing a Phong shader. It appears to do no interpolation between vertexes despite my use of the smooth qualifier. Am I missing something here? To give credit where credit is due, the code for the vertex and fragment shaders cribs heavily from the OpenGL SuperBible Fifth Edition. I would highly recommend this book!
Vertex Shader:
#version 330
in vec4 vVertex;
in vec3 vNormal;
uniform mat4 mvpMatrix; // mvp = ModelViewProjection
uniform mat4 mvMatrix; // mv = ModelView
uniform mat3 normalMatrix;
uniform vec3 vLightPosition;
smooth out vec3 vVaryingNormal;
smooth out vec3 vVaryingLightDir;
void main(void) {
vVaryingNormal = normalMatrix * vNormal;
vec4 vPosition4 = mvMatrix * vVertex;
vec3 vPosition3 = vPosition4.xyz / vPosition4.w;
vVaryingLightDir = normalize(vLightPosition - vPosition3);
gl_Position = mvpMatrix * vVertex;
}
Fragment Shader:
#version 330
out vec4 vFragColor;
uniform vec4 ambientColor;
uniform vec4 diffuseColor;
uniform vec4 specularColor;
smooth in vec3 vVaryingNormal;
smooth in vec3 vVaryingLightDir;
void main(void) {
float diff = max(0.0, dot(normalize(vVaryingNormal), normalize(vVaryingLightDir)));
vFragColor = diff * diffuseColor;
vFragColor += ambientColor;
vec3 vReflection = normalize(reflect(-normalize(vVaryingLightDir),normalize(vVaryingNormal)));
float spec = max(0.0, dot(normalize(vVaryingNormal), vReflection));
if(diff != 0) {
float fSpec = pow(spec, 32.0);
vFragColor.rgb += vec3(fSpec, fSpec, fSpec);
}
}
This (public domain) image from Wikipedia shows exactly what sort of image I'm getting and what I'm aiming for -- I'm getting the "flat" image but I want the "Phong" image.
Any help would be greatly appreciated. Thank you!
edit: If it makes a difference, I'm using PyOpenGL 3.0.1 and Python 2.6.
edit2:
Solution
It turns out the problem was with my geometry; Kos was correct. For anyone else that's having this problem with Blender models, Kos pointed out that doing Edit->Faces->Set Smooth does the trick. I found that Wings 3D worked "out of the box."
As an addition to this answer, here is a simple geometry shader which will let you visualize your normals. Modify the accompanying vertex shader as needed based on your attribute locations and how you send your matrices.
But first, a picture of a giant bunny head from our friend the Stanford bunny as an example of the result !
Major warning: do note that I get away with transforming the normals with the modelview matrix instead of a proper normal matrix. This won't work correctly if your modelview contains non uniform scaling. Also, the length of your normals won't be correct but that matters little if you just want to check their direction.
Vertex shader:
#version 330
layout(location = 0) in vec4 position;
layout(location = 1) in vec4 normal;
layout(location = 2) in mat4 mv;
out Data
{
vec4 position;
vec4 normal;
vec4 color;
mat4 mvp;
} vdata;
uniform mat4 projection;
void main()
{
vdata.mvp = projection * mv;
vdata.position = position;
vdata.normal = normal;
}
Geometry shader:
#version 330
layout(triangles) in;
layout(line_strip, max_vertices = 6) out;
in Data
{
vec4 position;
vec4 normal;
vec4 color;
mat4 mvp;
} vdata[3];
out Data
{
vec4 color;
} gdata;
void main()
{
const vec4 green = vec4(0.0f, 1.0f, 0.0f, 1.0f);
const vec4 blue = vec4(0.0f, 0.0f, 1.0f, 1.0f);
for (int i = 0; i < 3; i++)
{
gl_Position = vdata[i].mvp * vdata[i].position;
gdata.color = green;
EmitVertex();
gl_Position = vdata[i].mvp * (vdata[i].position + vdata[i].normal);
gdata.color = blue;
EmitVertex();
EndPrimitive();
}
}
Fragment shader:
#version 330
in Data
{
vec4 color;
} gdata;
out vec4 outputColor;
void main()
{
outputColor = gdata.color;
}
Hmm... You're interpolating the normal as a varying variable, so the fragment shader should receive the correct per-pixel normal.
The only explanation (I can think of) of the fact that you're having the result as on your left image is that every fragment on a given face ultimately receives the same normal. You can confirm it with a fragment shader like:
void main() {
vFragColor = normalize(vVaryingNormal);
}
If it's the case, the question remains: Why? The vertex shader looks OK.
So maybe there's something wrong in your geometry? What is the data which you send to the shader? Are you sure you have correctly calculated per-vertex normals, not just per-face normals?
The orange lines are normals of the diagonal face, the red lines are normals of the horizontal face.
If your data looks like the above image, then even with a correct shader you'll get flat shading. Make sure that you have correct per-vertex normals like on the lower image. (They are really simple to calculate for a sphere.)