GLSL Porting from v110 to v150? - c++

I'm attempting to port shaders from #version 110 to 150. I'm aware that when moving from 110 to 150 the global gl_ properties are deprecated and therefore all those properties will have to be specified manually in the shader. Then the specified properties have to be set through C++ via calls to OpenGL through glGetAttribLocation.
I'm a little unsure how to handle things such as gl_MultiTexCoord0 and gl_TexCoord.
Here of just one of the shaders I'm attempting to port from #version 110 to 150:
// blinn_phong.glsl
[vert]
#version 110
varying vec3 normal;
void main()
{
normal = normalize(gl_NormalMatrix * gl_Normal);
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}
[frag]
#version 110
uniform sampler2D colorMap;
uniform float materialAlpha;
varying vec3 normal;
void main()
{
vec3 n = normalize(normal);
float nDotL = max(0.0, dot(n, gl_LightSource[0].position.xyz));
float nDotH = max(0.0, dot(normal, vec3(gl_LightSource[0].halfVector)));
float power = (nDotL == 0.0) ? 0.0 : pow(nDotH, gl_FrontMaterial.shininess);
vec4 ambient = gl_FrontLightProduct[0].ambient;
vec4 diffuse = gl_FrontLightProduct[0].diffuse * nDotL;
vec4 specular = gl_FrontLightProduct[0].specular * power;
vec4 color = gl_FrontLightModelProduct.sceneColor + ambient + diffuse + specular;
gl_FragColor = color * texture2D(colorMap, gl_TexCoord[0].st);
gl_FragColor.a = materialAlpha;
}
Can anyone provide some good resources to help with porting between these versions?

You will have to setup your own uniforms, attributes, varyings and fragment shader outputs. The code will become similar to:
[vert]
#version 150 core
uniform mat3 in_NormalMatrix;
uniform mat4 in_ModelViewProjectionMatrix;
in vec3 in_Normal;
in vec4 in_Vertex;
in vec2 in_MultiTexCoord;
out vec3 normal;
out vec2 texcoord;
void main()
{
normal = normalize(in_NormalMatrix * in_Normal);
gl_Position = in_ModelViewProjectionMatrix * in_Vertex;
texcoord = in_MultiTexCoord;
}
[frag]
#version 150
uniform sampler2D colorMap;
uniform float materialAlpha;
struct sLightSource
{
vec3 position;
vec3 halfVector;
...
}
uniform sLightSource u_LightSource;
in vec3 normal;
in vec2 texcoord;
out vec4 out_FragColor;
void main()
{
vec3 n = normalize(normal);
float nDotL = max(0.0, dot(n, u_LightSource.position.xyz));
float nDotH = max(0.0, dot(normal, vec3(u_LightSource.halfVector)));
...
out_FragColor = color * texture(colorMap, texcoord);
out_FragColor.a = materialAlpha;
}
P.S. This book has an entire chapter dedicated to this kind of transformations between different GLSL shader versions.

Related

GLSL having strange black faces with the second mesh

platform: Windows10
context: OpenGL, glew, Win32
So I loaded 2 meshes(using a simple OBJ parser, which only reads the triangulated mesh), with vertexpos,uv and normal data. The first mesh is lighted okay. No black faces.The second one looks like this.
The Strange Effects
my vertex shader:
#version 440
in vec3 pos;
in vec2 tex;
in vec3 nor;
uniform float Scale;
uniform mat4 perspective;
uniform mat4 model;
out vec3 normaldir;
out vec2 texOut;
out vec3 FragPos;
void main()
{
normaldir = normalize(mat3(transpose(inverse(model))) * nor);
gl_Position = perspective * model * vec4(pos.xyz, 1.0);
texOut = tex;
FragPos = vec3(model * vec4(pos, 1.0));
}
my fragment shader:
#version 440
uniform float Scale;
uniform sampler2D diffuse;
uniform sampler2D normal;
uniform vec3 viewPos;
//uniform sampler2D normalMap0;
in vec3 normaldir;
in vec2 texOut;
in vec3 FragPos;
layout(location = 0) out vec4 FragColor0;
void main()
{
vec3 lightPos = {2,6,0};
lightPos.x = sin(Scale)*5;
lightPos.z = cos(Scale)*5;
vec3 lightDir = normalize(lightPos - FragPos);
vec3 lightColor = {1.0,1.0,1.0};
float specularStrength = 1.6;
float diff = max(dot(normaldir, lightDir), 0.0);
vec3 diffuseD = diff * lightColor;
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, normaldir);
vec3 ambient = {0.0,0.2,0.4};
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 25);
vec3 specular = specularStrength * spec * lightColor;
vec3 diffuseCol = texture(diffuse, texOut).xyz;
vec3 result = (ambient + diffuseD+ specular) * diffuseCol;
FragColor0 = vec4(result, 1.0);
}
Sorry I made a very dumb mistake. Thank you for all your support #Rabbid76 (Yes I did inverted the normals yes) #paddy
The problem was Binding the normal buffers. I bind glm::vec2 * size instead of glm::vec3 * size for normals' buffers

Processing output nothing using gouraud shading

sorry, I am a new on opengl es and processing
below processing and shaders output only background
PShader Gouraud,Phong;
rocket = loadShape("rocket.obj");
rocket.setFill(color(800, 0, 0));
Gouraud= loadShader("gouraudfragment.glsl","gouraudvertex.glsl");
Phong= loadShader("phongfragment.glsl","phongvertex.glsl");
background(0);
pushMatrix();
shader(Gouraud);
translate(130,height/2.0);
rotateY(rc);
rotateX(0.4);
noStroke();
fill(#800080);
box(100);
rc+=(0.02+speedCube);
rc*=dirCube;
popMatrix();
pushMatrix();
shader(Gouraud);
translate(width/2, height/2 + 100, -200);
rotateZ(PI);
rotateY(rr);
shape(rocket,100,100);
rr +=( 0.02+speedRocket);
rr*=dirRocket;
popMatrix();
vertex shader
varying vec3 N;
varying vec3 v;
varying vec4 diffuse;
varying vec4 spec;
attribute vec4 position;
attribute vec3 normal;
uniform mat4 modelview;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
uniform vec4 lightPosition;
uniform vec3 lightAmbient;
uniform vec3 lightDiffuse;
uniform vec3 lightSpecular;
uniform float SpecularPower;
void main()
{
vec4 diffuse;
vec4 spec;
vec4 ambient;
v = vec3(modelview * position);
N = normalize(normalMatrix * normal);
gl_Position = projectionMatrix * position;
vec3 L = normalize(lightPosition.xyz - v);
vec3 E = normalize(-v);
vec3 R = normalize(reflect(-L,N));
ambient = vec4(lightAmbient,100.0);
diffuse = vec4(clamp( lightDiffuse * max(dot(N,L), 0.0) , 0.0, 1.0 ) ,100.0);
spec = vec4(clamp (lightSpecular * pow(max(dot(R,E),0.0),0.3*SpecularPower) , 0.0, 1.0 ),100.0);
color = ambient + diffuse + spec;
}
fragment shader
void main()
{
gl_FragColor = color;
}
please help!
before apply gouraud shading
after apply gouraud shading
The prcessing load the obj and the draw a cube and apply a gouraud shader, but after that only backgroud are shown, the obj loaded and cube is gone. nothing shown!
the shader doesn't even compile and link. The vertex shader has 1 varying output (color), so the framgent shader needs the input varying vec4 color;.
varying vec4 color;
When you set the clip space position, then the vertex coordinate has to be transformed by the model view and projection matrix:
gl_Position = projectionMatrix * modelview * position;
The types specifications of v and N are missing and the types of ambient, diffuse and spec are vec4 rather than vec3.
Vertex shader:
attribute vec4 position;
attribute vec3 normal;
varying vec4 color;
uniform mat4 modelview;
uniform mat4 projectionMatrix;
uniform mat3 normalMatrix;
uniform vec4 lightPosition;
uniform vec3 lightAmbient;
uniform vec3 lightDiffuse;
uniform vec3 lightSpecular;
uniform float SpecularPower;
void main()
{
vec3 v = vec3(modelview * position);
vec3 N = normalize(normalMatrix * normal);
gl_Position = projectionMatrix * modelview * position;
vec3 L = normalize(lightPosition.xyz - v);
vec3 E = normalize(-v);
vec3 R = normalize(reflect(-L,N));
vec4 ambient = vec4(lightAmbient,100.0);
vec4 diffuse = vec4(clamp( lightDiffuse * max(dot(N,L), 0.0) , 0.0, 1.0 ) ,100.0);
vec4 spec = vec4(clamp (lightSpecular * pow(max(dot(R,E),0.0),0.3*SpecularPower) , 0.0, 1.0 ),100.0);
color = ambient + diffuse + spec;
}
Fragment shader:
varying vec4 color;
void main()
{
gl_FragColor = color;
}
Of course you have to set at least an ambient light source ambientLight().
You can use a directionalLight(), pointLight() or spotLight(), too.
But note, your shader can handle 1 light source only. More the 1 light source would gain
OpenGL error 1282 at top endDraw(): invalid operation
If you want to use more than 1 light source then you would have to use uniform arrays int the vertex shader for lightPosition, lightAmbient, lightDiffuse, and lightSpecular. See Types of shaders in Processing(https://processing.org/tutorials/pshader/)

WebGL: adding specular light without the help of THREE.JS

I'm making some first steps in webgl programming. Created a simple setup following this tutorial. Managed to add a few things of my own, though stumbled with adding light, particularly - specular light.
As I assume, most of it would be implemented in my fragment shader, and maybe some additions in the vertex shader and the Light module. So that's the code I provide below.
Vertex shader:
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
varying vec3 vNormal;
varying vec2 vUv;
void main() {
vUv = uv;
vNormal = (model * vec4(normal, 0.)).xyz;
gl_Position = projection * view * model * vec4(position, 1.);
}
Fragment shader:
#ifdef GL_ES
precision highp float;
#endif
uniform vec3 lightDirection;
uniform float ambientLight;
uniform sampler2D diffuse;
varying vec3 vNormal;
varying vec2 vUv;
void main() {
float lightness = -clamp(dot(normalize(vNormal), normalize(lightDirection)), -1., 0.);
lightness = ambientLight + (1. - ambientLight) * lightness;
gl_FragColor = vec4(texture2D(diffuse, vUv).rgb * lightness, 1.);
}
Light.js module:
function Light () {
this.lightDirection = new Vector3(-1, -1, -1)
this.ambientLight = 0.3
}
Light.prototype.use = function (shaderProgram) {
var dir = this.lightDirection
var gl = shaderProgram.gl
gl.uniform3f(shaderProgram.lightDirection, dir.x, dir.y, dir.z)
gl.uniform1f(shaderProgram.ambientLight, this.ambientLight)
}
I would really appreciate your suggestions here. Thanks in advance!
The most common and simplest light models are the Phong reflection model or the Blinn–Phong model model.
The following shader code, is based on your original code and implements the Blinn–Phong model model. In compare to your code, the light calculations are done in view space, because the specular highlight depends on the view position, which is (0, 0, 0) in view space. So the light direction has to be transformed to view space.
Vertex shader:
attribute vec3 position;
attribute vec3 normal;
attribute vec2 uv;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
uniform vec3 lightDirection;
varying vec3 vPos;
varying vec3 vNormal;
varying vec2 vUv;
varying vec3 lightDirectionView;
void main()
{
lightDirectionView = (view * vec4(lightDirection, 0.)).xyz;
mat4 modelView = view * model;
vec4 viewPos = modelView * vec4(position, 1.0)
vPos = viewPos.xyz;
vUv = uv;
vNormal = (modelView * vec4(normal, 0.)).xyz;
gl_Position = projection * viewPos;
}
Fragemnt shader:
#ifdef GL_ES
precision highp float;
#endif
uniform float shininess;
uniform float ambientLight;
uniform sampler2D diffuse;
varying vec3 vPos;
varying vec3 vNormal;
varying vec2 vUv;
varying vec3 lightDirectionView;
void main()
{
vec3 color = texture2D(diffuse, vUv).rgb;
vec3 N = normalize( vNormal );
vec3 L = normalize( -lightDirectionView );
vec3 V = normalize( -vPos );
vec3 H = normalize( V + L );
float NdotL = dot(N, L);
float NdotH = dot(N, H);
float kDiffuse = max(0.0, NdotL);
// float kSpecular = (shininess + 2.0) * pow(max(0.0, NdotH), shininess) / (2.0 * 3.14159265);
float kSpecular = pow(max(0.0, NdotH), shininess);
vec3 light_col = color * (kDiffuse + kSpecular);
gl_FragColor = vec4(light_col, 1.0);
}
The value of the uniform shininess has to be a positive value in range [1, 100].
See also Phong and Gouraud Shading WebGL.

Modern GLSL ( opengl 3+ ) : Implementing phong effect correctly;

I am implementing a basic phong lighting GLSL shader; I have looked up some things on the internet, and found that the phong effect was created by adding an ambient, diffuse, and specular layer on the object (see image below, from tom dalling's site); problem is I have seen a lot of examples, and none of them really suits my GLSL set-up. Can any of you give me a code example of the correct way to implement the phong effect which would fit my GLSL set-up ? :
PS : This question could be put on hold because of the fact that it may be based on user opinion : In my mind, it is not, because I would like to know the most effective, and better way of implementing it.
Here is my vertex shader :
#version 120
uniform mat4 modelView;
uniform mat4 MVP;
uniform float time;
attribute vec3 position;
attribute vec2 texCoord;
attribute vec3 normal;
varying vec3 position0;
varying vec2 texCoord0;
varying vec3 normal0;
varying mat4 modelView0;
void main()
{
//Updating varyings...
position0 = position;
texCoord0 = texCoord;
normal0 = (MVP * vec4(normal, 0.0)).xyz;
modelView0 = modelView;
//set position
gl_Position = MVP * vec4(position, 1.0);
}
and my fragment shader :
#version 120
varying vec3 position0;
varying vec2 texCoord0;
varying vec3 normal0;
varying mat4 modelView0;
uniform sampler2D diffuse;
void main()
{
vec4 surfaceColor = texture2D(diffuse, texCoord0);
gl_FragColor = (texture2D(diffuse, texCoord0))
* clamp(dot(-vec3(0.0, 0.5, 0.5), normal0), 0, 1.0);
}
try this:
void main()
{
vec4 texread = texture2D(diffuse, texCoord0);
vec3 normal = normalize(normal0);
vec3 material_kd = vec3(1.0,1.0,1.0);
vec3 material_ks = vec3(1.0,1.0,1.0);
vec3 material_ka = vec3(0.2,0.2,0.2);
vec3 material_ke = vec3(0.0,0.0,0.0);
float material_shininess = 60;
vec3 lightpos = vec3(0.0,10.0,5.0);
vec3 lightcolor = vec3(1.0,1.0,1.0);
vec3 lightdir = normalize(lightpos - worldPosition);
float shade = clamp(dot(lightdir, normal), 0.0, 1.0);
vec3 toWorldpos = normalize((worldPosition) - u_eyePos);
vec3 reflectDir = reflect( toWorldpos, normal );
vec4 specular = vec4(pow(clamp(dot(lightdir, reflectDir),0.0,1.0), material_shininess) * lightcolor * material_ks, 1.0);
vec4 shaded = texread * vec4(material_kd, 1.0) * vec4(lightcolor , 1.0) * shade;
vec4 ambient = texread * vec4(material_ka, 1.0);
vec4 emission = vec4(material_ke, 1.0);
gl_FragColor = shaded + specular + emission + ambient;
}
it may have some compilation errors though as i didnt run it...
you may need to upload your eye position as a uniform (u_eyePos), and calculate the worldposition (worldPosition) for it to work
I made my own sphong shader : here is the code :
fragment shader :
#version 150
uniform mat4 modelView;
uniform mat3 normalMatrix;
uniform vec3 cameraPosition;
uniform sampler2D materialTex;
uniform float materialShininess;
uniform vec3 materialSpecularColor;
uniform vec3 lightPosition;//light settings
uniform vec3 lightIntensities;
uniform float lightAttenuation;
uniform float lightAmbientCoeff;
in vec3 position0;
in vec2 texCoord0;
in vec3 normal0;
out vec4 fragmentColor;
void main()
{
//calculate normal in world coordinates
vec3 normal = normalize(normalMatrix * normal0);
//calculate the location of this fragment (pixel) in world coordinates
vec3 surfacePos = vec3(modelView * vec4(position0, 1));
//color of the current fragment
vec4 surfaceColor = texture(materialTex, texCoord0);
//calculate the vector from this pixels surface to the light source
vec3 surfaceToLight = normalize(lightPosition - surfacePos);
//cam distance
vec3 surfaceToCamera = normalize(cameraPosition - surfacePos);
///////////////////////////DIFUSE///////////////////////////////////////
//calculate the cosine of the angle of incidence
//float diffuseCoeff = dot(normal, surfaceToLight) / (length(surfaceToLight) * length(normal));
float diffuseCoeff = max(0.0, dot(normal, surfaceToLight));
vec3 diffuse = diffuseCoeff * surfaceColor.rgb * lightIntensities;
/////////////////////////AMBIENT////////////////////////////////////////
vec3 ambient = lightAmbientCoeff * surfaceColor.rgb * lightIntensities;
/////////////////////////SPECULAR//////////////////////////////////////
float specularCoeff = 0.0;
if(diffuseCoeff > 0.0)
specularCoeff = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normal))), materialShininess);
vec3 specular = specularCoeff * materialSpecularColor * lightIntensities;
////////////////////////ATTENUATION///////////////////////////////////
float distanceToLight = length(lightPosition - surfacePos);
float attenuation = 1.0 / (1.0 + lightAttenuation * pow(distanceToLight, 2));
/////////////////////////////////FINAL/////////////////////////////////
vec3 linearColor = ambient + attenuation * (diffuse + specular);
//finalColor with gamma correction
vec3 gamma = vec3(1.0/2.2);
fragmentColor = vec4(pow(linearColor, gamma), surfaceColor.a);
//fragmentColor = vec4(diffuseCoeff * lightIntensities * surfaceColor.rgb, surfaceColor.a);
}

opengl shader directional lights specular reflection increasing with distance

the title says it all.. using opengls built in lighting system, specularlight does not increase or decrease with distance from the object, but by shader implementation does.
Vertex Shader:
#version 330
layout (location = 0) in vec3 position;
layout (location = 1) in vec2 texCoord;
layout (location = 2) in vec3 normal;
out vec2 texCoord0;
out vec3 normal0;
out vec3 worldPos0;
uniform mat4 transform;
uniform mat4 normalRotation;
uniform mat4 transformProjected;
void main()
{
gl_Position = transformProjected * vec4(position, 1.0);
texCoord0 = texCoord;
normal0 = normalize((normalRotation * vec4(normal, 0.0))).xyz;
worldPos0 = (transform * vec4(position, 1.0)).xyz;
}
Fragment Shader:
#version 330
in vec2 texCoord0;
in vec3 normal0;
in vec3 worldPos0;
out vec4 fragColor;
struct BaseLight
{
vec3 colorDiffuse;
vec3 colorSpecular;
float intensityDiffuse;
};
struct DirectionalLight
{
BaseLight base;
vec3 direction;
};
uniform vec3 tint;
uniform sampler2D sampler;
uniform vec3 eyePos; // camera pos
uniform vec3 ambientLight;
uniform vec3 emissiveLight;
//material
uniform float specularIntensity;
uniform float specularPower;
uniform DirectionalLight directionalLight;
vec4 calcLight(BaseLight base,vec3 direction, vec3 normal)
{
float diffuseFactor = dot(normal, -direction);
vec4 diffuseColorFinal = vec4(0,0,0,0);
vec4 specularColorFinal = vec4(0,0,0,0);
if(diffuseFactor > 0)
{
diffuseColorFinal = vec4(base.colorDiffuse,1) * diffuseFactor * base.intensityDiffuse;
vec3 directionToEye = normalize(eyePos - worldPos0);
vec3 reflectDirection = normalize(reflect(direction, normal));
float specularFactor = dot(directionToEye, reflectDirection);
specularFactor = pow(specularFactor, specularPower);
if(specularFactor > 0)
specularColorFinal = vec4(base.colorSpecular,1) * specularFactor * specularIntensity;
}
//
return diffuseColorFinal + specularColorFinal;
}
void main()
{
vec4 colorD = texture(sampler, texCoord0.xy) * vec4(tint,1);
vec3 normal = normal0;
vec4 totalLight = vec4(ambientLight,1) + vec4(emissiveLight,1);
totalLight += calcLight(directionalLight.base,-directionalLight.direction,normal);
fragColor = colorD * totalLight;
}
As you can see from the 2 images the specular light takes up a larger surface area the farther the camera gets from the plane.In my test with opengls built in lighting, this doesnt happen. is there a way to fix this? im new to lighting, maybe this is normal for directional light sources? thanks for the help!
Im also setting my eyePos uniform to my cameraPos. i dont know if that helps.
Basically you need to have distance between the fragment and the light dist . This can be a problem for directional light though because you have only the direction and distant is assumed to be infinite. Maybe switch to point light?
when youo have the 'dist' you use a formula
att = 1.0 / (Kc + Kl*dist + Kq*dist^2)
Kc - constant attenuation
Kl - linear attenuation
Kq - quadratic attenuation
simpler version (only Kq used, rest set to 1.0):
float attenuation = 1.0 / (1.0 + light.attenuation * pow(distanceToLight, 2));
then in the lighting equation you basically multiply calculated color by this att factor:
vec4 finalColor = ambient + (diffuseColorFinal + specularColorFinal)*att
http://www.ozone3d.net/tutorials/glsl_lighting_phong_p4.php#part_4
http://tomdalling.com/blog/modern-opengl/07-more-lighting-ambient-specular-attenuation-gamma/