Phong-specular lighting in glsl (lwjgl) - glsl

I'm currently trying to make specular lighting on an sphere using glsl and using Phong-model.
This is how my fragment shader looks like:
#version 120
uniform vec4 color;
uniform vec3 sunPosition;
uniform mat4 normalMatrix;
uniform mat4 modelViewMatrix;
uniform float shininess;
// uniform vec4 lightSpecular;
// uniform vec4 materialSpecular;
varying vec3 viewSpaceNormal;
varying vec3 viewSpacePosition;
vec4 calculateSpecular(vec3 l, vec3 n, vec3 v, vec4 specularLight, vec4 materialSpecular) {
vec3 r = -l+2*(n*l)*n;
return specularLight * materialSpecular * pow(max(0,dot(r, v)), shininess);
}
void main(){
vec3 normal = normalize(viewSpaceNormal);
vec3 viewSpacePosition = (modelViewMatrix * vec4(gl_FragCoord.x, gl_FragCoord.y, gl_FragCoord.z, 1.0)).xyz;
vec4 specular = calculateSpecular(sunPosition, normal, viewSpacePosition, vec4(0.3,0.3,0.3,0.3), vec4(0.3,0.3,0.3,0.3));
gl_FragColor = color+specular;
}
The sunPosition is not moving and is set to the value (2.0f, 3.0f, -1.0f).
The problem is that the image looks nothing as it's supose to do if the specular calculations were correct.
This is how it looks like:
http://i.imgur.com/Na2C6.png
The reason i don't have any ambient-/emissiv-/deffuse- lighting in this code is because i want to get the specular light part working first.
Thankful for any help!
Edit:
#Darcy Rayner
That indead helped alot tough it seams to be something that is still not right...
The current code looks like this:
Vertex Shader:
viewSpacePosition = (modelViewMatrix*gl_Vertex).xyz;
viewSpaceSunPosition = (modelViewMatrix*vec4(sunPosition,1)).xyz;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
viewSpaceNormal = (normalMatrix * vec4(gl_Position.xyz, 0.0)).xyz;
Fragment Shader:
vec4 calculateSpecular(vec3 l, vec3 n, vec3 v, vec4 specularLight, vec4 materialSpecular) {
vec3 r = -l+2*(n*l)*n;
return specularLight * materialSpecular * pow(max(0,dot(r, v)), shininess);
}
void main(){
vec3 normal = normalize(viewSpaceNormal);
vec3 viewSpacePosition = normalize(viewSpacePosition);
vec3 viewSpaceSunPosition = normalize(viewSpaceSunPosition);
vec4 specular = calculateSpecular(viewSpaceSunPosition, normal, viewSpacePosition, vec4(0.7,0.7,0.7,1.0), vec4(0.6,0.6,0.6,1.0));
gl_FragColor = color+specular;
}
And the sphere looks like this:
-->Picture-link<--
with the sun position: sunPosition = new Vector(12.0f, 15.0f, -1.0f);

Try not using gl_FragCoord, as it is stored in screen coordinates, (and I don't think transforming it by the modelViewMatrix will get it back to view coordinates). Easiest thing to do, set viewSpacePosition in your vertex shader as:
// Change gl_Vertex to whatever attribute you are using.
viewSpacePosition = (modelViewMatrix * gl_Vertex).xyz;
This should get you viewSpacePosition in view coordinates, (ie. before projection is applied). You can then go ahead and normalise viewSpacePosition in the fragment shader. Not sure if you are storing the sun vector in world coordinates, but you will probably want to transform it into view space then normalise it as well. Give it a go and see what happens, these things tend to be very error prone.

Related

Normal mapping working incorrectly, weird half-light effect

We are trying to implement normal mapping in our 2D Game Engine and get weird effect.
If normal is set manually like that
vec3 Normal = vec3(0.0, 0.0, 1.0) light works correctly, but we dont get "deep" effect that we want to achieve by normal mapping:
But if we get normal using normal map texture: vec3 Normal = texture(NormalMap, TexCoord).rgb it doesn't work at all. What should not be illuminated is illuminated and vice versa (such as the gaps between the bricks). And besides this, a dark area is on the bottom (or top, depending on the position of the light) side of the texture.
Although the texture of the normal map itself looks fine:
This is our fragment shader:
#version 330 core
layout (location = 0) out vec4 FragColor;
in vec2 TexCoord;
in vec2 FragPos;
uniform sampler2D OurTexture;
uniform sampler2D NormalMap;
struct point_light
{
vec3 Position;
vec3 Color;
};
uniform point_light Light;
void main()
{
vec4 Color = texture(OurTexture, TexCoord);
vec3 Normal = texture(NormalMap, TexCoord).rgb;
if (Color.a < 0.1)
discard;
vec3 LightDir = vec3(Light.Position.xy - FragPos, Light.Position.z);
float D = length(LightDir);
vec3 L = normalize(LightDir);
Normal = normalize(Normal * 2.0 - 1.0);
vec3 Diffuse = Light.Color * max(dot(Normal, L), 0);
vec3 Ambient = vec3(0.3, 0.3, 0.3);
vec3 Falloff = vec3(1, 0, 0);
float Attenuation = 1.0 /(Falloff.x + Falloff.y*D + Falloff.z*D*D);
vec3 Intensity = (Ambient + Diffuse) * Attenuation;
FragColor = Color * vec4(Intensity, 1);
}
And vertex as well:
#version 330 core
layout (location = 0) in vec2 aPosition;
layout (location = 1) in vec2 aTexCoord;
uniform mat4 Transform;
uniform mat4 ViewProjection;
out vec2 FragPos;
out vec2 TexCoord;
void main()
{
gl_Position = ViewProjection * Transform * vec4(aPosition, 0.0, 1.0);
TexCoord = aTexCoord;
FragPos = vec2(Transform * vec4(aPosition, 0.0, 1.0));
}
I google about that and found some people that get the same result, but their questions remained unanswered.
Any idea of what is the cause?
What texture format are you using for the normal map? SRGB, SNORM, etc? That might be the issue. Try UNORM.
Additionally, since you are not using a tangent space, make sure the plane's Z axis aligns with the Z axis of the normals. Also OGL reads Y in the reversed direction, so you need to flip the Y coordinates of the normals that you read from the normal map. Alternatively, you can use a reversed Y normal map (green pointing down).

How to implement flat shading in LWJGL with index and vertex buffers?

I currently am developing a program that displays buildings and terrain in 3D in Java's LWJGL framework, which I understand is very similar to OpenGL. I am trying to differentiate between sides of buildings using flat shading. For example, a cube generated by my program should look like this:
To achieve this, I attempted to implement the method here:https://gamedev.stackexchange.com/questions/152991/how-can-i-calculate-normals-using-a-vertex-and-index-buffer.
It seems this is vertex shading, which colors every single pixel in a sort of gradient. My implementation currently looks like this:
Obviously this doesn't look like what I desired. Here are my vertex and fragment shaders:
#version 150
in vec3 position;
in vec2 textureCoordinates;
in vec3 normal;
out vec2 pass_textureCoordinates;
out vec3 surfaceNormal;
out vec3 toLightVector;
out vec3 toCameraVector;
uniform mat4 transformationMatrix;
uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform vec3 lightPosition;
void main(void){
vec4 worldPosition = transformationMatrix * vec4(position, 1.0);
gl_Position = projectionMatrix * viewMatrix * worldPosition;
pass_textureCoordinates = textureCoordinates;
surfaceNormal = (transformationMatrix * vec4(normal, 0.0)).xyz;
toLightVector = lightPosition - worldPosition.xyz;
toCameraVector = (inverse(viewMatrix) * vec4(0.0,0.0,0.0,1.0)).xyz - worldPosition.xyz;
}
#version 150
in vec2 pass_textureCoordinates;
in vec3 surfaceNormal;
in vec3 toLightVector;
in vec3 toCameraVector;
out vec4 out_Color;
uniform sampler2D modelTexture;
uniform vec3 lightColour;
uniform float shineDamper;
uniform float reflectivity;
void main(void){
vec3 unitNormal = normalize(surfaceNormal);
vec3 unitLightVector = normalize(toLightVector);
float nDotl = dot(unitNormal, unitLightVector);
float brightness = max(nDotl, 0.7);
vec3 diffuse = brightness * lightColour;
vec3 unitVectorToCamera = normalize(toCameraVector);
vec3 lightDirection = -unitLightVector;
vec3 reflectedLightDirection = reflect(lightDirection, unitNormal);
float specularFactor = dot(reflectedLightDirection, unitVectorToCamera);
specularFactor = max(specularFactor, 0.0);
float dampedFactor = pow(specularFactor, shineDamper);
vec3 finalSpecular = dampedFactor * reflectivity * lightColour;
out_Color = vec4(diffuse, 1.0) * texture(modelTexture,pass_textureCoordinates) + vec4(finalSpecular, 1.0);
}
If a cube-shaped building I'm trying to render is indexed like so:
How can I create the array of normals programmatically for flat shading?
The "sort of gradient" is caused by the Specular highlights. If the normal vectors are normal to the faces of the cube, then a Lambertian diffuse light will give you a flat look.
All you have to do is to initialize the uniform variable reflectivity by 0.0. (actually that's the default value).
It is possible to compute the face normal vectors by partial derivatives (dFdx, dFdy) in the fragment shader or by the cross product in the geometry shader. But this options will cause a loss of quality and speed.
See
From within a fragment shader how do I get the surface - not vertex - normal
3D object is colored in a way that looks like a 2D object

Normal mapping: TBN matrix different result in vertex shader compared to fragment shader

I'm working on a normal mapping implementation for a tutorial and for teaching purposes I'd like to pass a TBN matrix to the fragment shader (from the vertex shader) so I can transform normal vectors in tangent space to world-space for lighting calculations. The normal mapping is applied to a 2D plane with its normal pointing in the positive z direction.
However, when I calculate the TBN matrix in the vertex shader of a flat plane (so all tangents/bitangents are the same for all vertices) the displayed normals are completely off. While if I pass the tangent/bitangent and normal vectors to the fragment shader and construct the TBN there, it works just fine as the image below shows (with displayed normals):
This is where it gets weird. Because the plane is flat, the T,B and N vectors are the same for all its vertices thus the TBN matrix should also be the same for each fragment (as fragment interpolation doesn't change anything). The TBN matrix in the vertex shader should be exactly the same as the TBN matrix in the fragment shader but the visual outputs say otherwise.
The source code of both the vertex and fragment shader are below:
Vertex:
#version 330 core
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 texCoords;
layout (location = 3) in vec3 tangent;
layout (location = 4) in vec3 bitangent;
out VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
vec3 Tangent;
vec3 Bitangent;
mat3 TBN;
} vs_out;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
void main()
{
gl_Position = projection * view * model * vec4(position, 1.0f);
vs_out.FragPos = vec3(model * vec4(position, 1.0));
vs_out.TexCoords = texCoords;
mat3 normalMatrix = transpose(inverse(mat3(model)));
vs_out.Normal = normalize(normalMatrix * normal);
vec3 T = normalize(normalMatrix * tangent);
vec3 B = normalize(normalMatrix * bitangent);
vec3 N = normalize(normalMatrix * normal);
vs_out.TBN = mat3(T, B, N);
vs_out.Tangent = T;
vs_out.Bitangent = B;
}
Fragment
#version 330 core
out vec4 FragColor;
in VS_OUT {
vec3 FragPos;
vec3 Normal;
vec2 TexCoords;
vec3 Tangent;
vec3 Bitangent;
mat3 TBN;
} fs_in;
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform vec3 lightPos;
uniform vec3 viewPos;
uniform bool normalMapping;
void main()
{
vec3 normal = fs_in.Normal;
mat3 tbn;
if(normalMapping)
{
// Obtain normal from normal map in range [0,1]
normal = texture(normalMap, fs_in.TexCoords).rgb;
// Transform normal vector to range [-1,1]
normal = normalize(normal * 2.0 - 1.0);
// Then transform normal in tangent space to world-space via TBN matrix
tbn = mat3(fs_in.Tangent, fs_in.Bitangent, fs_in.Normal); // TBN calculated in fragment shader
// normal = normalize(tbn * normal); // This works!
normal = normalize(fs_in.TBN * normal); // This gives incorrect results
}
// Get diffuse color
vec3 color = texture(diffuseMap, fs_in.TexCoords).rgb;
// Ambient
vec3 ambient = 0.1 * color;
// Diffuse
vec3 lightDir = normalize(lightPos - fs_in.FragPos);
float diff = max(dot(lightDir, normal), 0.0);
vec3 diffuse = diff * color;
// Specular
vec3 viewDir = normalize(viewPos - fs_in.FragPos);
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; // assuming bright white light color
FragColor = vec4(ambient + diffuse + specular, 1.0f);
FragColor = vec4(normal, 1.0); // display normals for debugging
}
Both TBN matrices are clearly different. Below I compiled an image of different fragment shader outputs:
You can see that the T,B and N vectors are correct and so is the fragment shader's tbn matrix, but the TBN matrix from the vertex shader fs_in.TBN gives completely bogus values.
I am completely clueless as to why it doesn't work. I know I can simply pass the Tangent and Bitangent vector to the fragment shader, calculate it there and be done with it but I'm quite curious as to the exact reason why this doesn't work?
Some general remarks:
1) You should normalize fs_in.Tangent, fs_in.Bitangent, and fs_in.Normal in the fragment shader, since it is not guaranteed that they are after the varying interpolation. They should be normalized, because they are the basis vectors of a coordinate system.
2) You don't need to pass all three, tangent, bitangent, and normal, since one of them can be calculated using the cross product: bitangent = cross(tangent, normal). This point also speaks in favor of passing (two) vectors instead of the whole matrix.
To your question, why fs_in.TBN does not look like tbn in the fragment shader:
The images you provide look very strange, indeed. Looks like the matrix' vectors are somehow mixed up. Which output do you get, displaying the transposed matrix transpose(fs_in.TBN)?
Also make sure that the matrix' columns are accessed correctly like described in [1]! (It looks like they are, but please double check, you never know.)
[1] Geeks3D; GLSL 4×4 Matrix Fields; http://www.geeks3d.com/20141114/glsl-4x4-matrix-mat4-fields/

Why do my specular highlights show up so strongly on polygon edges?

I have a simple application that draws a sphere with a single directional light. I'm creating the sphere by starting with an octahedron and subdividing each triangle into 4 smaller triangles.
With just diffuse lighting, the sphere looks very smooth. However, when I add specular highlights, the edges of the triangles show up fairly strongly. Here are some examples:
Diffuse only:
Diffuse and Specular:
I believe that the normals are being interpolated correctly. Looking at just the normals, I get this:
In fact, if I switch to a flat shading, where the normals are per-polygon instead of per-vertex, I get this:
In my vertex shader, I'm multiplying the model's normals by the transpose inverse modelview matrix:
#version 330 core
layout (location = 0) in vec4 vPosition;
layout (location = 1) in vec3 vNormal;
layout (location = 2) in vec2 vTexCoord;
out vec3 fNormal;
out vec2 fTexCoord;
uniform mat4 transInvModelView;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
void main()
{
fNormal = vec3(transInvModelView * vec4(vNormal, 0.0));
fTexCoord = vTexCoord;
gl_Position = ProjectionMatrix * ModelViewMatrix * vPosition;
}
and in the fragment shader, I'm calculating the specular highlights as follows:
#version 330 core
in vec3 fNormal;
in vec2 fTexCoord;
out vec4 color;
uniform sampler2D tex;
uniform vec4 lightColor; // RGB, assumes multiplied by light intensity
uniform vec3 lightDirection; // normalized, assumes directional light, lambertian lighting
uniform float specularIntensity;
uniform float specularShininess;
uniform vec3 halfVector; // Halfway between eye and light
uniform vec4 objectColor;
void main()
{
vec4 texColor = objectColor;
float specular = max(dot(halfVector, fNormal), 0.0);
float diffuse = max(dot(lightDirection, fNormal), 0.0);
if (diffuse == 0.0)
{
specular = 0.0;
}
else
{
specular = pow(specular, specularShininess) * specularIntensity;
}
color = texColor * diffuse * lightColor + min(specular * lightColor, vec4(1.0));
}
I was a little confused about how to calculate the halfVector. I'm doing it on the CPU and passing it in as a uniform. It's calculated like this:
vec3 lightDirection(1.0, 1.0, 1.0);
lightDirection = normalize(lightDirection);
vec3 eyeDirection(0.0, 0.0, 1.0);
eyeDirection = normalize(eyeDirection);
vec3 halfVector = lightDirection + eyeDirection;
halfVector = normalize(halfVector);
glUniform3fv(halfVectorLoc, 1, &halfVector [ 0 ]);
Is that the correct formulation for the halfVector? Or does it need to be done in the shaders as well?
Interpolating normals into a face can (and almost always will) result in a shortening of the normal. That's why the highlight is darker in the center of a face and brighter at corners and edges. If you do this, just re-normalize the normal in the fragment shader:
fNormal = normalize(fNormal);
Btw, you cannot precompute the half vector as it is view dependent (that's the whole point of specular lighting). In your current scenario, the highlight will not change when you just move the camera (keeping the direction).
One way to do this in the shader is to pass an additional uniform for the eye position and then calculate the view direction as eyePosition - vertexPosition. Then continue as you did on the CPU.

Normal mapping gone horribly wrong

I tried to implement normal mapping in my opengl application but I can't get it to work.
This is the diffuse map (which I add a brown color to) and this is the normal map.
In order to get the tangent and bitangent (in other places called binormals?) vectors, I run this function for every triangle in my mesh:
void getTangent(const glm::vec3 &v0, const glm::vec3 &v1, const glm::vec3 &v2,
const glm::vec2 &uv0, const glm::vec2 &uv1, const glm::vec2 &uv2,
std::vector<glm::vec3> &vTangents, std::vector<glm::vec3> &vBiangents)
{
// Edges of the triangle : postion delta
glm::vec3 deltaPos1 = v1-v0;
glm::vec3 deltaPos2 = v2-v0;
// UV delta
glm::vec2 deltaUV1 = uv1-uv0;
glm::vec2 deltaUV2 = uv2-uv0;
float r = 1.0f / (deltaUV1.x * deltaUV2.y - deltaUV1.y * deltaUV2.x);
glm::vec3 tangent = (deltaPos1 * deltaUV2.y - deltaPos2 * deltaUV1.y)*r;
glm::vec3 bitangent = (deltaPos2 * deltaUV1.x - deltaPos1 * deltaUV2.x)*r;
for(int i = 0; i < 3; i++) {
vTangents.push_back(tangent);
vBiangents.push_back(bitangent);
}
}
After that, I call glBufferData to upload the vertices, normals, uvs, tangents and bitangents to the GPU.
The vertex shader:
#version 430
uniform mat4 ProjectionMatrix;
uniform mat4 CameraMatrix;
uniform mat4 ModelMatrix;
in vec3 vertex;
in vec3 normal;
in vec2 uv;
in vec3 tangent;
in vec3 bitangent;
out vec2 fsCoords;
out vec3 fsVertex;
out mat3 TBNMatrix;
void main()
{
gl_Position = ProjectionMatrix * CameraMatrix * ModelMatrix * vec4(vertex, 1.0);
fsCoords = uv;
fsVertex = vertex;
TBNMatrix = mat3(tangent, bitangent, normal);
}
Fragment shader:
#version 430
uniform sampler2D diffuseMap;
uniform sampler2D normalMap;
uniform mat4 ModelMatrix;
uniform vec3 CameraPosition;
uniform struct Light {
float ambient;
vec3 position;
} light;
uniform float shininess;
in vec2 fsCoords;
in vec3 fsVertex;
in mat3 TBNMatrix;
out vec4 color;
void main()
{
//base color
const vec3 brownColor = vec3(153.0 / 255.0, 102.0 / 255.0, 51.0 / 255.0);
color = vec4(brownColor * (texture(diffuseMap, fsCoords).rgb + 0.25), 1.0);//add a fixed base color (0.25), because its dark as hell
//general vars
vec3 normal = texture(normalMap, fsCoords).rgb * 2.0 - 1.0;
vec3 surfacePos = vec3(ModelMatrix * vec4(fsVertex, 1.0));
vec3 surfaceToLight = normalize(TBNMatrix * (light.position - surfacePos)); //unit vector
vec3 eyePos = TBNMatrix * CameraPosition;
//diffuse
float diffuse = max(0.0, dot(normal, surfaceToLight));
//specular
float specular;
vec3 incidentVector = -surfaceToLight; //unit
vec3 reflectionVector = reflect(incidentVector, normal); //unit vector
vec3 surfaceToCamera = normalize(eyePos - surfacePos); //unit vector
float cosAngle = max(0.0, dot(surfaceToCamera, reflectionVector));
if(diffuse > 0.0)
specular = pow(cosAngle, shininess);
//add lighting to the fragment color (no attenuation for now)
color.rgb *= light.ambient;
color.rgb += diffuse + specular;
}
The image I get is completely incorrect. (light positioned on camera)
What am I doing wrong here?
My bet is on the color setting/mixing in fragment shader...
you are setting output color more then once
If I remember correctly on some gfx drivers that do a big problems for example everything after the line
color = vec4(brownColor * (texture(diffuseMap, fsCoords).rgb + 0.25), 1.0);//add a fixed base color (0.25), because its dark as hell
could be deleted by driver ...
you are adding color and intensities instead of color*intensity
but I could overlook someting.
try just normal/bump shading at first
Ignore ambient,reflect,specular... and then if it works add the rest one by one. Always check the shader's compilation logs
Too lazy to further analyze your code, so here is how I do it:
Left size is space ship object (similar to ZXS Elite's Viper) rendered with fixed function. Right side the same (a bit different rotation of object) with GLSL shader's in place and this normal/bump map
[Vertex]
//------------------------------------------------------------------
#version 420 core
//------------------------------------------------------------------
// texture units:
// 0 - texture0 map 2D rgba
// 1 - texture1 map 2D rgba
// 2 - normal map 2D xyz
// 3 - specular map 2D i
// 4 - light map 2D rgb rgb
// 5 - enviroment/skybox cube map 3D rgb
uniform mat4x4 tm_l2g;
uniform mat4x4 tm_l2g_dir;
uniform mat4x4 tm_g2s;
uniform mat4x4 tm_l2s_per;
uniform mat4x4 tm_per;
layout(location=0) in vec3 pos;
layout(location=1) in vec4 col;
layout(location=2) in vec2 txr;
layout(location=3) in vec3 tan;
layout(location=4) in vec3 bin;
layout(location=5) in vec3 nor;
out smooth vec3 pixel_pos;
out smooth vec4 pixel_col;
out smooth vec2 pixel_txr;
//out flat mat3 pixel_TBN;
out smooth mat3 pixel_TBN;
//------------------------------------------------------------------
void main(void)
{
vec4 p;
p.xyz=pos;
p.w=1.0;
p=tm_l2g*p;
pixel_pos=p.xyz;
p=tm_g2s*p;
gl_Position=p;
pixel_col=col;
pixel_txr=txr;
p.xyz=tan.xyz; p.w=1.0; pixel_TBN[0]=normalize((tm_l2g_dir*p).xyz);
p.xyz=bin.xyz; p.w=1.0; pixel_TBN[1]=normalize((tm_l2g_dir*p).xyz);
p.xyz=nor.xyz; p.w=1.0; pixel_TBN[2]=normalize((tm_l2g_dir*p).xyz);
}
//------------------------------------------------------------------
[Fragment]
//------------------------------------------------------------------
#version 420 core
//------------------------------------------------------------------
in smooth vec3 pixel_pos;
in smooth vec4 pixel_col;
in smooth vec2 pixel_txr;
//in flat mat3 pixel_TBN;
in smooth mat3 pixel_TBN;
uniform sampler2D txr_texture0;
uniform sampler2D txr_texture1;
uniform sampler2D txr_normal;
uniform sampler2D txr_specular;
uniform sampler2D txr_light;
uniform samplerCube txr_skybox;
const int _lights=3;
uniform vec3 light_col0=vec3(0.1,0.1,0.1);
uniform vec3 light_dir[_lights]= // direction to local star in ellipsoid space
{
vec3(0.0,0.0,+1.0),
vec3(0.0,0.0,+1.0),
vec3(0.0,0.0,+1.0),
};
uniform vec3 light_col[_lights]= // local star color * visual intensity
{
vec3(1.0,0.0,0.0),
vec3(0.0,1.0,0.0),
vec3(0.0,0.0,1.0),
};
out layout(location=0) vec4 frag_col;
const vec4 v05=vec4(0.5,0.5,0.5,0.5);
const bool _blend=false;
const bool _reflect=true;
//------------------------------------------------------------------
void main(void)
{
float a=0.0,b,li;
vec4 col,blend0,blend1,specul,skybox;
vec3 normal;
col=(texture2D(txr_normal,pixel_txr.st)-v05)*2.0; // normal/bump maping
// normal=pixel_TBN*col.xyz;
normal=pixel_TBN[0];
blend0=texture(txr_texture0,pixel_txr.st);
blend1=texture(txr_texture1,pixel_txr.st);
specul=texture(txr_specular,pixel_txr.st);
skybox=texture(txr_skybox,normal);
if (_blend)
{
a=blend1.a;
blend0*=1.0-a;
blend1*=a;
blend0+=blend1;
blend0.a=a;
}
col.xyz=light_col0; col.a=0.0; li=0.0; // normal shading (aj s bump mapingom)
for (int i=0;i<_lights;i++)
{
b=dot(light_dir[i],normal.xyz);
if (b<0.0) b=0.0;
// b*=specul.r;
li+=b;
col.xyz+=light_col[i]*b;
}
col*=blend0;
if (li<=0.1)
{
blend0=texture2D(txr_light,pixel_txr.st);
blend0*=1.0-a;
blend0.a=a;
col+=blend0;
}
if (_reflect) col+=skybox*specul.r;
col*=pixel_col;
if (col.r<0.0) col.r=0.0;
if (col.g<0.0) col.g=0.0;
if (col.b<0.0) col.b=0.0;
a=0.0;
if (a<col.r) a=col.r;
if (a<col.g) a=col.g;
if (a<col.b) a=col.b;
if (a>1.0)
{
a=1.0/a;
col.r*=a;
col.g*=a;
col.b*=a;
}
frag_col=col;
}
//------------------------------------------------------------------
These source codes are bit old and mix of different things for specific application
So extract only what you need from it. If you are confused with the variable names then comment me...
tm_ stands for transform matrix
l2g stands for local coordinate system to global coordinate system transform
dir means that transformation changes just direction (offset is 0,0,0)
g2s stands for global to screen ...
per is perspective transform ...
The GLSL compilation log
You have to obtain its content programaticaly after compilation of your shader's (not application!!!). I do it with calling the function glGetShaderInfoLog for every shader,program I use ...
[Notes]
Some drivers optimize "unused" variables. As you can see at the image txr_texture1 is not found even if the fragment shader has it in code but the blending is not used in this App so driver deleted it on its own...
Shader logs can show you much (syntax errors, warnings...)
there are few GLSL IDEs for making shader's easy but I prefer my own because I can use in it the target app code directly. Mine looks like this:
each txt window is a shader source (vertex,fragment,...) the right bottom is clipboard, left top is shader's log after last compilation and left bottom is the preview. I managed to code it like Borland style IDE (with the keys also and syntax highlight) the other IDEs I saw look similar (different colors of coarse:)) anyway if you want to play with shader's download such App or do it your self it will help a lot...
There could be also a problem with TBN creation
You should visually check if the TBN vectors (tangent,binormal,normal) correspond to object surface by drawing colored lines at each vertex position. Just to be sure... something like this:
I will try to make your code work. Have you tried it with moving camera?
I cannot see anywhere that you have transformed the TBNMatrix with the transform, view and model matrices. Did you try with the vec3 normal = TBNMatrix[2]; original normals? (Fragment shader)
The following might help. In the Vertex shader you have:
uniform mat4 ProjectionMatrix;
uniform mat4 CameraMatrix;
uniform mat4 ModelMatrix;
However here, only these 3 matrices should be used:
uniform mat4 PCM;
uniform mat4 MIT; //could be mat3
uniform mat4 ModelMatrix; //could be mat3
It is more efficient to calculate the product of those matrices on CPU (and yields the same because matrix multiplication is associative). Then this product, the PCM can be used as to calculate the new position with one multiplication per vertex:
gl_Position = PCM * vec4(vertex, 1.0);
The MIT is the inverse transpose of the ModelMatrix, you have to calculate it on the CPU. This can be used the transform the normals:
vec4 tang = ModelMatrix*vec4(tangent,0);
vec4 bita= ModelMatrix*vec4(bitangent,0);
vec4 norm= PCMIT*vec4(tangent,0);
TBNMatrix = mat3(normalize(tang.xyz), normalize(bita.xyz), normalize(normal.xyz));
I am not sure what happens to the tangent and bitangent, but this way the normal will stay perpendicular to them. It is easy to prove. Here I use a ° b as the skalar product of a and b vectors. So let n be some normal, and a is some vektor on the surface (eg. {bi}tangent, edge of a triangle), and let A be any transformation. Then:
0 = a n = A^(-1) A a ° n = A a ° A^(-T) n = 0
Where I used the equality A x ° y = x ° A^T y. Therefore if a is perpendicular to n, then A a is perpendicular to A^(-T) n, so we have to transform it with the matrix's inverse transpose.
However, the normal should have a length of 1, so after the transformations, it should be normalized.
You can get also get perpendicular normal by doing this:
vec3 normal = normalize(cross(tangent, bitangent));
Where cross(a,b) is the function that calculates cross product of a and b, witch is always perpendicular to both a and b.
Sorry for my English :)