Gradient with fixed number of levels - opengl

I drawing a set of quads. For each quad I have a defined color in a vertex of it.
E.g. now my set of quads looks like:
I achive such result in rather primitive way just passing into vertex shader as attribute color of each vertex of an quad.
My shaders are pretty simple:
Vertex shader
#version 150 core
in vec3 in_Position;
in vec3 in_Color;
out vec3 pass_Color;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;
void main(void) {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0);
pass_Color = in_Color;
}
Fragment Shader
#version 150 core
in vec3 pass_Color;
out vec4 out_Color;
void main(void) {
out_Color = vec4(pass_Color, 1.0);
}
Now my goal is to get color non continuous distribution of colors from vertex to vertex. It also can be called "level distribution".
My set of quads should looks like this:
How can I achieve such result?
EDIT:
With vesan and Nico Schertler plate looks like this. (not acceptable variant)

My guess is there will be issues with the hue colours you're using and vertex interpolation (e.g. skipping some bands). Instead, maybe pass in a single channel value and calculate the hue and discrete levels (as #vesan does) within the fragment shader. I use these functions myself...
vec3 hueToRGB(float h)
{
h = fract(h) * 6.0;
vec3 rgb;
rgb.r = clamp(abs(3.0 - h)-1.0, 0.0, 1.0);
rgb.g = clamp(2.0 - abs(2.0 - h), 0.0, 1.0);
rgb.b = clamp(2.0 - abs(4.0 - h), 0.0, 1.0);
return rgb;
}
vec3 heat(float x)
{
return hueToRGB(2.0/3.0-(2.0/3.0)*clamp(x,0.0,1.0));
}
and then
float discrete = floor(pass_Value * steps + 0.5) / steps; //0.5 to round
out_Color = vec4(heat(discrete), 1.0);
where in float in_Value is 0 to 1.

Just expanding on Nico Schertler's comment: you can modify your fragment shader to:
void main(void) {
out_Color = vec4(pass_Color, 1.0);
out_Color = floor(color * steps)/steps;
}
where steps in the number of color steps you want. The floor function will indeed work on a vector, however, the steps will be calculated separately for every color, so the result might not be exactly what you want (the steps might not be as nice as in your example).
Alternatively, you can use some form of "toon shading" (see for example here). That means that you only pass a single number (think a color in grayscale) to your shader, then use your shader to select a color from a color table. The table can either be hardcoded in the shader or selected from a 1-dimensional texture.

Related

GLSL - per-fragment lighting

I started lighting with several light sources. All the manuals that I saw without taking into account the distance between the light source and the object (for example https://learnopengl.com/Lighting/Basic-Lighting). So I wrote my shader, but I'm not sure about its correctness. Please, analyze this shader, and tell me what's wrong / not correct in it. I will be very grateful for any help! Below I bring the shader itself, and the results of its work for different values of n and k.
Fragment shader:
#version 130
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_LampsPos[MAX_LAMPS_COUNT]; // The position of lamps in eye space.
uniform vec3 u_LampsColors[MAX_LAMPS_COUNT];
uniform vec3 u_AmbientColor = vec3(1, 1, 1);
uniform sampler2D u_TextureUnit;
uniform float u_DiffuseIntensivity = 12;
uniform float ambientStrength = 0.1;
uniform int u_LampsCount;
varying vec3 v_Position; // Interpolated position for this fragment.
varying vec3 v_Normal; // Interpolated normal for this fragment.
varying vec2 v_Texture; // Texture coordinates.
// The entry point for our fragment shader.
void main() {
float n = 2;
float k = 2;
float finalDiffuse = 0;
vec3 finalColor = vec3(0, 0, 0);
for (int i = 0; i<u_LampsCount; i++) {
// Will be used for attenuation.
float distance = length(u_LampsPos[i] - v_Position);
// Get a lighting direction vector from the light to the vertex.
vec3 lightVector = normalize(u_LampsPos[i] - v_Position);
// Calculate the dot product of the light vector and vertex normal. If the normal and light vector are
// pointing in the same direction then it will get max illumination.
float diffuse = max(dot(v_Normal, lightVector), 0.1);
// Add attenuation.
diffuse = diffuse / (1 + pow(distance, n));
// Calculate final diffuse for fragment
finalDiffuse += diffuse;
// Calculate final light color
finalColor += u_LampsColors[i] / (1 + pow(distance, k));
}
finalColor /= u_LampsCount;
vec3 ambient = ambientStrength * u_AmbientColor;
vec3 diffuse = finalDiffuse * finalColor * u_DiffuseIntensivity;
gl_FragColor = vec4(ambient + diffuse, 1) * texture2D(u_TextureUnit, v_Texture);
}
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.
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 vec2 a_Texture; // Per-vertex texture information we will pass in.
varying vec3 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.
void main() {
// Transform the vertex into eye space.
v_Position = vec3(u_MVMatrix * a_Position);
// Pass through the texture.
v_Texture = a_Texture;
// Transform the normal's orientation into eye space.
v_Normal = vec3(u_MVMatrix * vec4(a_Normal, 0.0));
// 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;
}
n=2 k=2
n=1 k=3
n=3 k=1
n=3 k=3
And if my shader is correct, then how do I name these parameters (n, k)?
By "correct" I assume you mean is the code working as well as it should. These lighting calculations are not by any means physically accurate. Unless you are going for full compatibility with old devices, I would recommend you use a higher glsl version which allows you to use in and out and some other useful glsl features. The current is version 450 and you are still using 130. The vertex shader looks ok, as it is only passing through values to the fragment shader.
As for the fragment shader there are is one optimisation you could make.
The calculation u_LampsPos[i] - v_Position doesn't have to be repeated twice. Do it once and do the length and normalize on the same result from one calculation.
The code is quite small so there is not much to go wrong glsl wise however I was wondering why you did: finalColor /= u_LampsCount;?
This didn't make sense to me.

OpenGL 3D terrain lighting artefacts

I'm doing per-pixel lighting(phong shading) on my terrain. I'm using a heightmap to generate the terrain height and then calculating the normal for each vertex. The normals are interpolated in the fragment shader and also normalized.
I am getting some weird dark lines near the edges of triangles where there shouldn't be.
http://imgur.com/L2kj4ca
I checked if the normals were correct using a geometry shader to draw the normals on the terrain and they seem to be correct.
http://imgur.com/FrJpdXI
There is no point using a normal map for the terrain it will just give pretty much the same normals. The problem lies with the way the normals are interpolated across a triangle.
I am out of idea's how to solve this. I couldn't find any working solution online.
Terrain Vertex Shader:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 textureCoords;
out vec2 pass_textureCoords;
out vec3 surfaceNormal;
out vec3 toLightVector;
out float visibility;
uniform mat4 transformationMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;
uniform vec3 lightPosition;
const float density = 0.0035;
const float gradient = 5.0;
void main()
{
vec4 worldPosition = transformationMatrix * vec4(position, 1.0f);
vec4 positionRelativeToCam = viewMatrix * worldPosition;
gl_Position = projectionMatrix * positionRelativeToCam;
pass_textureCoords = textureCoords;
surfaceNormal = (transformationMatrix * vec4(normal, 0.0f)).xyz;
toLightVector = lightPosition - worldPosition.xyz;
float distance = length(positionRelativeToCam.xyz);
visibility = exp(-pow((distance * density), gradient));
visibility = clamp(visibility, 0.0, 1.0);
}
Terrain Fragment Shader:
#version 330 core
in vec2 pass_textureCoords;
in vec3 surfaceNormal;
in vec3 toLightVector;
in float visibility;
out vec4 colour;
uniform vec3 lightColour;
uniform vec3 fogColour;
uniform sampler2DArray blendMap;
uniform sampler2DArray diffuseMap;
void main()
{
vec4 blendMapColour = texture(blendMap, vec3(pass_textureCoords, 0));
float backTextureAmount = 1 - (blendMapColour.r + blendMapColour.g + blendMapColour.b);
vec2 tiledCoords = pass_textureCoords * 255.0;
vec4 backgroundTextureColour = texture(diffuseMap, vec3(tiledCoords, 0)) * backTextureAmount;
vec4 rTextureColour = texture(diffuseMap, vec3(tiledCoords, 1)) * blendMapColour.r;
vec4 gTextureColour = texture(diffuseMap, vec3(tiledCoords, 2)) * blendMapColour.g;
vec4 bTextureColour = texture(diffuseMap, vec3(tiledCoords, 3)) * blendMapColour.b;
vec4 diffuseColour = backgroundTextureColour + rTextureColour + gTextureColour + bTextureColour;
vec3 unitSurfaceNormal = normalize(surfaceNormal);
vec3 unitToLightVector = normalize(toLightVector);
float brightness = dot(unitSurfaceNormal, unitToLightVector);
float ambient = 0.2;
brightness = max(brightness, ambient);
vec3 diffuse = brightness * lightColour;
colour = vec4(diffuse, 1.0) * diffuseColour;
colour = mix(vec4(fogColour, 1.0), colour, visibility);
}
This can be either two issues :
1. Incorrect normals :
There is different types of shading : Flat shading, Gouraud shading and Phong shading (different of Phong specular) example :
You usually want to do a Phong shading. To do that, OpenGL make your life easier and interpolate for you the normals between each vertex of each triangle, so at each pixel you have the correct normal for this point: but you still need to feed it proper normal values, that are the average of the normals of every triangles attached to this vertex. So in your function that create the vertex, the normals and the UVs, you need to compute the normal at each vertex by averaging every triangle normal attached to this vertex. illustration
2. Subdivision problem :
The other possible issue is that your terrain is not subdivided enough, or your heightmap resolution is too low, resulting to this kind of glitch because of the difference of height between two vertex in one triangle (so between two pixels in your heightmap).
Maybe if you can provide some of your code and shaders, maybe even the heightmap so we can pin exactly what is happening in your case.
This is old, but I suspect you're not transforming your normal using the transposed inverse of the upper 3x3 part of your modelview matrix. See this. Not sure what's in "transformationMatrix", but if you're using it to transform the vertex and the normal something is probably fishy...

Issues when simulating directional light in OpenGL

I'm working on OpenGL application using the QT5 Gui framework, However, I'm not an expert in OpenGL and I'm facing a couple of issues when trying to simulate directional light. I'm using 'almost' the same algorithm I used in an WebGL application which works just fine.
The application is used to render multiple adjacent cells of a large gridblock (each of which is represented by 8 independent vertices) meaning that some vertices of the whole gridblock are duplicated in the VBO. the normals are calculated per face in geometry shader as shown below in the code.
QOpenGLWidget paintGL() body.
void OpenGLWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
m_camera = camera.toMatrix();
m_world.setToIdentity();
m_program->bind();
m_program->setUniformValue(m_projMatrixLoc, m_proj);
m_program->setUniformValue(m_mvMatrixLoc, m_camera * m_world);
QMatrix3x3 normalMatrix = (m_camera * m_world).normalMatrix();
m_program->setUniformValue(m_normalMatrixLoc, normalMatrix);
QVector3D lightDirection = QVector3D(1,1,1);
lightDirection.normalize();
QVector3D directionalColor = QVector3D(1,1,1);
QVector3D ambientLight = QVector3D(0.2,0.2,0.2);
m_program->setUniformValue(m_lightDirectionLoc, lightDirection);
m_program->setUniformValue(m_directionalColorLoc, directionalColor);
m_program->setUniformValue(m_ambientColorLoc, ambientLight);
geometries->drawGeometry(m_program);
m_program->release();
}
}
Vertex Shader
#version 330
layout(location = 0) in vec4 vertex;
uniform mat4 projMatrix;
uniform mat4 mvMatrix;
void main()
{
gl_Position = projMatrix * mvMatrix * vertex;
}
Geometry Shader
#version 330
layout ( triangles ) in;
layout ( triangle_strip, max_vertices = 3 ) out;
out vec3 transformedNormal;
uniform mat3 normalMatrix;
void main()
{
vec3 A = gl_in[2].gl_Position.xyz - gl_in[0].gl_Position.xyz;
vec3 B = gl_in[1].gl_Position.xyz - gl_in[0].gl_Position.xyz;
gl_Position = gl_in[0].gl_Position;
transformedNormal = normalMatrix * normalize(cross(A,B));
EmitVertex();
gl_Position = gl_in[1].gl_Position;
transformedNormal = normalMatrix * normalize(cross(A,B));
EmitVertex();
gl_Position = gl_in[2].gl_Position;
transformedNormal = normalMatrix * normalize(cross(A,B));
EmitVertex();
EndPrimitive();
}
Fragment Shader
#version 330
in vec3 transformedNormal;
out vec4 fColor;
uniform vec3 lightDirection;
uniform vec3 ambientColor;
uniform vec3 directionalColor;
void main()
{
highp float directionalLightWeighting = max(dot(transformedNormal, lightDirection), 0.0);
vec3 vLightWeighting = ambientColor + directionalColor * directionalLightWeighting;
highp vec3 color = vec3(1, 1, 0.0);
fColor = vec4(color*vLightWeighting, 1.0);
}
The 1st issue is that lighting on the faces seems to change whenever the camera angle changes (camera location doesn't affect it, only the angle). You can see this behavior in the following snapshot. My guess is that I'm doing something wrong when calculating the normal matrix, but I can't figure out what it is.
The 2nd issue (The one causing me headaches) is whenever The camera is moved, edges of the cells show blocky and rigged lines that flickers when the camera moves around. this effect gets really nasty when there are too many cells clustered together.
The model used in the snapshot is just a sample slab of 10 cells to better illustrate the faulty effects. The actual models (gridblock) contain up to 200K cells stacked together.
EDIT: 2nd issue solution.
I was using znear/zfar of 0.01f and 50000.0f respecticvely, when I
changed the znear to 1.0f, this effect disappeared. According to OpenGL Wiki this is caused by a zNear clipping plane value that's too close to 0.0. As the zNear clipping plane is set increasingly closer to 0.0, the effective precision of the depth buffer decreases dramatically
EDIT2: I tried debug drawing the normals as suggested in the comments,
I quickly realized that I probably shouldn't calculate them based on
gl_Position (after MVP matrix multiplication in VS) instead I should use the
original vertex locations, so i modified the the shaders as follows:
Vertex Shader (UPDATED)
#version 330
layout(location = 0) in vec4 vertex;
out vec3 vert;
uniform mat4 projMatrix;
uniform mat4 mvMatrix;
void main()
{
vert = vertex.xyz;
gl_Position = projMatrix * mvMatrix * vertex;
}
Geometry Shader (UPDATED)
#version 330
layout ( triangles ) in;
layout ( triangle_strip, max_vertices = 3 ) out;
in vec3 vert [];
out vec3 transformedNormal;
uniform mat3 normalMatrix;
void main()
{
vec3 A = vert[2].xyz - vert[0].xyz;
vec3 B = vert[1].xyz - vert[0].xyz;
gl_Position = gl_in[0].gl_Position;
transformedNormal = normalize(normalMatrix * normalize(cross(A,B)));
EmitVertex();
gl_Position = gl_in[1].gl_Position;
transformedNormal = normalize(normalMatrix * normalize(cross(A,B)));
EmitVertex();
gl_Position = gl_in[2].gl_Position;
transformedNormal = normalize(normalMatrix * normalize(cross(A,B)));
EmitVertex();
EndPrimitive();
}
But even after this modification the normals of the surface still change with the camera angle, as shown below in the screenshot. I dont know if the normal calculation is wrong or the normal matrix calculation is done wrong or maybe both...
EDIT3: 1st Issue Solution: changing normal calculation in GS from
transformedNormal = normalize(normalMatrix * normalize(cross(A,B)));
to transformedNormal = normalize(cross(A,B)); seems to solve the
problem. Omitting the normalMatrix from the calculation fixed the
issue and the normals dont change with the viewing angle.
If I missed any important/relevant information, please notify me in a comment.
Depth buffer precision
Depth buffer is usually stored as 16 or 24 bit buffer. It is a HW implementation of float normalized to specific range. So you can see there is very few bits for mantissa/exponent in comparison to standard float.
if I oversimplify things and assume integer values instead float then for 16 bit buffer you got 2^16 values. if you got znear=0.1 and zfar=50000.0 then you got only 65535 values on the full range. Now as the Depth valued are nonlinear you got higher accuracy near znear and much much lower near zfar plane so the depth values will jump with higher and higher step causing accuracy problems where any 2 polygons are near.
I empirically got this for setting the planes in my views:
(zfar-znear)/desired_accuracy_step > 0.3*(2^n)
Where n is the depth buffer bit-width and desired_accuracy_step is the wanted resolution in Z axis I need. Sometimes I saw it exchanged by znear value.

Shadow mapping shader

I've got a shader that implements shadow mapping like this:
#version 430 core
out vec4 color;
in VS_OUT {
vec3 N;
vec3 L;
vec3 V;
vec4 shadow_coord;
} fs_in;
layout(binding = 0) uniform sampler2DShadow shadow_tex;
uniform vec3 light_ambient_albedo = vec3(1.0);
uniform vec3 light_diffuse_albedo = vec3(1.0);
uniform vec3 light_specular_albedo = vec3(1.0);
uniform vec3 ambient_albedo = vec3(0.1, 0.1, 0.2);
uniform vec3 diffuse_albedo = vec3(0.4, 0.4, 0.8);
uniform vec3 specular_albedo = vec3(0.0, 0.0, 0.0);
uniform float specular_power = 128.0;
void main(void) {
//color = vec4(0.4, 0.4, 0.8, 1.0);
//normalize
vec3 N = normalize(fs_in.N);
vec3 L = normalize(fs_in.L);
vec3 V = normalize(fs_in.V);
//calculate R
vec3 R = reflect(-L, N);
//calcualte ambient
vec3 ambient = ambient_albedo * light_ambient_albedo;
//calculate diffuse
vec3 diffuse = max(dot(N, L), 0.0) * diffuse_albedo * light_diffuse_albedo;
//calcualte spcular
vec3 specular = pow(max(dot(R, V), 0.0), specular_power) * specular_albedo * light_specular_albedo;
//write color
color = textureProj(shadow_tex, fs_in.shadow_coord) * vec4(ambient + diffuse + specular, 0.5);
//if in shadow, then multiply color by 0.5 ^^, except alpha
}
What I want to do is to check first if the fragment is indeed in the shadow, and only then change the color (halve it, such that it becomes halfway between fully black and original color).
However how to check if the textureProj(...) result is indeed in shadow, as far as I know it returns a normalized float value.
Would something like textureProj(...) > 0.9999 suffice already? I know that it can returns values other than zero or one if you are using multisampling and I'd like behaviour that will not just break at one point.
The outputting vertex shader:
#version 430 core
layout(location = 0) in vec4 position;
layout(location = 0) uniform mat4 model_matrix;
layout(location = 1) uniform mat4 view_matrix;
layout(location = 2) uniform mat4 proj_matrix;
layout(location = 3) uniform mat4 shadow_matrix;
out VS_OUT {
vec3 N;
vec3 L;
vec3 V;
vec4 shadow_coord;
} vs_out;
uniform vec4 light_pos = vec4(-20.0, 7.5, -20.0, 1.0);
void main(void) {
vec4 local_light_pos = view_matrix * light_pos;
vec4 p = view_matrix * model_matrix * position;
//normal
vs_out.N = vec3(0.0, 1.0, 0.0);
//light vector
vs_out.L = local_light_pos.xyz - p.xyz;
//view vector
vs_out.V = -p.xyz;
//light space coordinates
vs_out.shadow_coord = shadow_matrix * position;
gl_Position = proj_matrix * p;
}
Note that the fragment shader is for terrain, and the vertex shader is for the floor, so there might be minor inconsistencies between the two, but they should be non relevant.
shadow_matrix is an uniform passed in as bias_matrix * light_projection_matrix * light_view_matrix * light_model_matrix.
textureProj (...) does not return a normalized floating-point value. It does return a single float if you use it on a sampler<1D|2D|2DRect>Shadow, but this value represents the result of a depth test. 1.0 = pass, 0.0 = fail.
Now, the interesting thing to note here, and the reason returning a float for a shadow sampler is meaningful at all has to do with filtering the shadow map. If you use a GL_LINEAR filter mode on the shadow map together with a shadow sampler, GL will actually pick the 4 closest texels in the shadow map and perform 4 independent depth tests.
Each depth test still has a binary result, but GL will return a weighted average of the result of all 4 tests (based on distance from the ideal sample location). So if you use GL_LINEAR in conjunction with a shadow sampler, you will have a value that lies somewhere in-between 0.0 and 1.0 representing the average occlusion for the 4 nearest depth samples.
I should point out that your use of textureProj (...) looks potentially wrong to me. The coordinate it uses is a 4D vector consisting of (s,t,r) [projected coordinates] and (q) [depth value to test]. I do not see anywhere in your code where you are assigning q a depth value. If you could edit your question to include the vertex/geometry shader that is outputting shadow_coord, that would help.
Try the following:
Get the distance from each vertex of your model to the light.
Send this distance to your fragment shader.
Compare the distance to the value stored in your shadow map sampler (I assume this texture stores the depth values of your scene from the camera's point of view?)
If the distance is greater than the sampler, the point is in shadow. Else, it is not.
If this is confusing, here's a pair of tutorials that should help:
http://ogldev.atspace.co.uk/www/tutorial23/tutorial23.html
http://ogldev.atspace.co.uk/www/tutorial24/tutorial24.html

Using both phong and textures in glsl

I have got problem with my shaders. I am trying to put textures and phong shading in my game using glsl but I can't get any good effect.
I've been searching google for a long time, and I can't find any info how connect ligh and texture together, so I've decided to wrote and ask here.
This is my game without texture:
and this is with texture:
What I want to achive is to make this pinkish texture make better visible with spot on a center - just like without texture, and also repair those per vertex shading on gutters - make it per pixel shading, I don't know what is wrong now.
I have checked about 10 shaders with phong shading and I have got also per vertex not per pixel shading.
This is my fragment vertex code mayby someone can see there something?
varying vec3 N;
varying vec3 v;
uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main (void)
{
vec4 finalColor = vec4(0.0, 0.0, 0.0, 0.0);
vec3 L = normalize(gl_LightSource[0].position.xyz - v);
vec3 E = normalize(-v); // we are in Eye Coordinates, so EyePos is (0,0,0)
vec3 R = normalize(-reflect(L,N));
//calculate Ambient Term:
vec4 Iamb = gl_FrontLightProduct[0].ambient;
//calculate Diffuse Term:
vec4 Idiff = gl_FrontLightProduct[0].diffuse * max(dot(N,L), 0.0);
// calculate Specular Term:
vec4 Ispec = gl_FrontLightProduct[0].specular
* pow(max(dot(R,E),0.0),0.3*gl_FrontMaterial.shininess);
finalColor+=Iamb + Idiff + Ispec;
// write Total Color:
gl_FragColor = gl_FrontLightModelProduct.sceneColor + (texture2D(myTexture, vTexCoord)) + finalColor;
}
and my vertex shader
varying vec3 N;
varying vec3 v;
varying vec2 vTexCoord;
void main(void)
{
v = vec3(gl_ModelViewMatrix * gl_Vertex);
N = normalize(gl_NormalMatrix * gl_Normal);
vTexCoord = vec2(gl_MultiTexCoord0);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
I'll be glad for help.
EDIT:
this is how I put my texture into shader. It works fine ( I think ) because I can edit texture values in shader - in some way.
int my_sampler_uniform_location = glGetUniformLocation(brickProg, "myTexture");
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texture);
glUniform1i(my_sampler_uniform_location,0);
CUTIL::drawBox();
glBindTexture(GL_TEXTURE_2D,0);
EDIT 2:
After Nicol Bolas suggestion about colors add I have edited my shader and change it like this:
gl_FragColor = (texture2D(myTexture, vTexCoord)) + finalColor;
Now it is only to bright, but now I have to chenge a little light on stage and would be great. But still I haven't got per pixel shading instead I have got per vertex shading. This is my current screen and I have marked on example what I mean talking about shading:
This equation:
gl_FragColor = gl_FrontLightModelProduct.sceneColor + (texture2D(myTexture, vTexCoord)) + finalColor;
Does not make any sense for most textures. You are taking the color produced from the lighting equation and adding it to the color sampled from the texture. This would only make sense if the values stored in the texture represented light emitting properties of the surface.
Generally, color values of a texture represent the diffuse reflectance of a surface. Which means you need to incorporate them into the lighting equation directly. The texture's color should either fully replace the diffuse color from the material or it should be combined with the material diffuse color in some way.