Can't get OpenGL code to work properly - opengl-es

I'm very new to OpenGL, GLSL and WebGL. I'm trying to get this sample code to work in a tool like http://shdr.bkcore.com/ but I can't get it to work.
Vertex Shader:
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}
Fragment Shader:
precision highp float;
uniform float time;
uniform vec2 resolution;
varying vec3 fPosition;
varying vec3 fNormal;
uniform sampler2D tex0;
void main()
{
float border = 0.01;
float circle_radius = 0.5;
vec4 circle_color = vec4(1.0, 1.0, 1.0, 1.0);
vec2 circle_center = vec2(0.5, 0.5);
vec2 uv = gl_TexCoord[0].xy;
vec4 bkg_color = texture2D(tex0,uv * vec2(1.0, -1.0));
// Offset uv with the center of the circle.
uv -= circle_center;
float dist = sqrt(dot(uv, uv));
if ( (dist > (circle_radius+border)) || (dist < (circle_radius-border)) )
gl_FragColor = bkg_color;
else
gl_FragColor = circle_color;
}
I figured that this code must be from an outdated version of the language, so I changed the vertex shader to:
precision highp float;
attribute vec2 position;
attribute vec3 normal;
varying vec2 TextCoord;
attribute vec2 textCoord;
uniform mat3 normalMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
varying vec3 fNormal;
varying vec3 fPosition;
void main()
{
gl_Position = vec4(position, 0.0, 1.0);
TextCoord = vec2(textCoord);
}
That seemed to fix the error messages about undeclared identifiers and not being able to "convert from 'float' to highp 4-component something-or-other", but I have no idea if, functionally, this will do the same thing as the original intended.
Also, when I convert to this version of the Vertex Shader I have no idea what I'm supposed to do with this line in the Fragment Shader:
vec2 uv = gl_TexCoord[0].xy;
How do I convert this line to fit in with the converted vertex shader and how can I be sure that the vertex shader is even converted correctly?

gl_TexCoord is from desktop OpenGL, and not part of OpenGL ES. You'll need to create a new user-defined vec2 varying to hold the coordinate value.

Related

How to make visible uniform variable in both shaders?

I have variable in vertex shader "uIsTeapot".
uniform float uIsTeapot;
Vertex shader work with it very well, but fragment shader don't see it. If I use
if (uIsTeapot == 0.0)
then an error occured
"uIsTeapot": undeclared identifier
but I defined it in vertex shader. If I define uIsTeapot in both shaders as uniform, then program say "Could not initialise shaders" since program don't pass veryfication
if (!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS)) {
alert("Could not initialise shaders");
}
EDITED:
I add mediump to variables and now program compiled without errors, but result is one object on screen, but I draw two object.
Vertex shader
attribute vec3 aVertexPosition;
attribute vec3 aVertexNormal;
attribute vec2 aTextureCoord;
attribute vec4 aVertexColor;
uniform mat4 uMVMatrix;
uniform mat4 uPMatrix;
uniform mat3 uNMatrix;
uniform vec3 uAmbientColor;
uniform vec3 uPointLightingLocation;
uniform vec3 uPointLightingColor;
uniform mediump float uIsTeapot;
//varying float vIsTeapot;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
varying vec4 vColor;
void main(void) {
if (uIsTeapot == 1.0) {
vec4 mvPosition = uMVMatrix * vec4(aVertexPosition, 1.0);
gl_Position = uPMatrix * mvPosition;
vec3 lightDirection = normalize(uPointLightingLocation - mvPosition.xyz);
vec3 transformedNormal = uNMatrix * aVertexNormal;
float directionalLightWeighting = max(dot(transformedNormal, lightDirection), 0.0);
directionalLightWeighting = 100.0;
vLightWeighting = uAmbientColor + uPointLightingColor * directionalLightWeighting;
vTextureCoord = aTextureCoord;
}
if (uIsTeapot == 0.0) {
gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);
vColor = aVertexColor;
} }
Fragment shader
precision mediump float;
varying vec2 vTextureCoord;
varying vec3 vLightWeighting;
varying vec4 vColor;
uniform sampler2D uSampler;
uniform mediump float uIsTeapot;
//varying float vIsTeapot;
void main(void) {
if (uIsTeapot == 1.0) {
vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s, vTextureCoord.t));
gl_FragColor = vec4(textureColor.rgb * vLightWeighting, textureColor.a);
} else {
gl_FragColor = vColor;
}
}
You need to declare it in both shaders, with the same precision.
What do you mean by:
then program don't work right.
Can you post your vertex shader and your fragment shader? I suspect you are relying on the default precision, and it is likely that you are using highp in the vertex shader and mediump in the fragment shader
Try using:
uniform mediump float uIsTeapot;
... in both vertex shader and fragment shader.

Is this GLSL program correct? My cubes are solid black

My phong fragment shader is not shading anything, just making everything black.
This is my fragment shader
precision mediump float;
varying vec3 vposition;
varying vec3 vnormal;
varying vec4 vcolor;
varying vec3 veyePos;
void main() {
vec3 lightPos = vec3(0,0,0);
vec4 s = normalize(vec4(lightPos,1) - vec4(veyePos,1));
vec4 r = reflect(-s,vec4(vnormal, 1));
vec4 v = normalize(-vec4(veyePos, 1));
float spec = max( dot(v,r),0.0 );
float diff = max(dot(vec4(vnormal,1),s),0.0);
vec3 diffColor = diff * vec3(1,0,0);
vec3 specColor = pow(spec,3.0) * vec3(1,1,1);
vec3 ambientColor = vec3(0.1,0.1,0.1);
gl_FragColor = vec4(diffColor + 0.5 * specColor + ambientColor, 1);
}
This is my vertex shader
uniform mat4 uMVPMatrix;
uniform mat4 uMVMatrix;
uniform vec3 eyePos;
attribute vec4 aPosition;
attribute vec4 aColor;
attribute vec4 aNormal;
varying vec4 vcolor;
varying vec3 vposition;
varying vec3 vnormal;
varying vec3 veyePos;
void main() {
mat4 normalMat = transpose(inverse(uMVMatrix));
vec4 vertPos4 = uMVMatrix * vec4(vec3(aPosition), 1.0);
vposition = vec3(vertPos4) / vertPos4.w;
vcolor = aColor;
veyePos = eyePos;
vnormal = vec3(uMVMatrix * vec4(vec3(aNormal),0.0));
gl_Position = uMVPMatrix * aPosition;
}
MVMatrix is model-view matrix
MVPMatrix is model-view-projection matrix
first of all your lighting equations are incorrect:
vector s that you use to calculate the diffuse color should be a unit vector that originates at your vertex (vposition) towards your light. so it would be
s = normalize(lightPos - vposition)
also lightPos should be given in camera space and not in world space (so you should multiply it by your MV matrix)
vector r is the reflection of s around the normal so i dont understand why you take -s also the normal there should be in non-homegenous coordinates so it would be:
r = reflect(s,vnormal)
and finally v is the viewing ray (multiplied by -1) so it should be the vector that originates at vposition and goes towards eyepos.
v = normalize(veyepos - vposition)
also in your vertex shader veyepos (assuming it is the position of your camera) should not be varying (should be flat variable) because you dont want to interpolate it.
in your vertex shader you calculate normalMat but you forgot to use it when calculating your normals in camera space.
also normalMat should be mat3 because it is the inverse transpose of the
3by3 block of your MV matrix originating at (0,0)
** in order to be efficient you should calculate your normalMat on the cpu and pass it as a uniform to your vertex shader
hope this helps

OpenGL ES 2.0 Trouble implementing the standard linear fog function

I've been trying to implement a basic fog function, and some resources I've found have led me to try a linear fog function that my understanding has led me to believe is based on the original fixed function fog equation (though I could be wrong on that). However, when I try to implement it, all my surfaces become black. I'm pretty sure my problem lies in how I (attempt to) compute the eye distance, as the rest of the equation is pretty straightforward.
My vertex shader:
precision mediump float;
attribute vec4 position;
attribute vec3 normal;
attribute vec2 texCoordIn;
varying vec3 eyeNormal;
varying vec4 eyePos;
varying vec2 texCoordOut;
varying float eyeDistance;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 modelViewMatrix;
uniform mat3 normalMatrix;
uniform vec3 cameraPosition;
void main()
{
eyeNormal = (normalMatrix * normal);
eyePos = modelViewMatrix * position;
eyeDistance = sqrt((eyePos.x - cameraPosition.x) * (eyePos.x - cameraPosition.x) + (eyePos.y - cameraPosition.y) * (eyePos.y - cameraPosition.y) + (eyePos.z - cameraPosition.z) * (eyePos.z - cameraPosition.z));
texCoordOut = texCoordIn;
gl_Position = modelViewProjectionMatrix * position;
}
My fragment shader:
precision mediump float;
varying vec3 eyeNormal;
varying vec4 eyePos;
varying vec2 texCoordOut;
varying float eyeDistance;
uniform sampler2D texture;
uniform vec3 flashlightPosition;
uniform vec3 diffuseLightPosition;
uniform vec4 diffuseComponent;
uniform float shininess;
uniform vec4 specularComponent;
uniform vec4 ambientComponent;
uniform float maxFogDistance;
uniform float minFogDistance;
uniform vec4 fogColor;
void main()
{
vec4 ambient = ambientComponent;
vec3 N = normalize(eyeNormal);
float nDotVP = max(0.0, dot(N, normalize(diffuseLightPosition)));
vec4 diffuse = diffuseComponent * nDotVP;
vec3 E = normalize(-eyePos.xyz);
vec3 L = normalize(flashlightPosition - eyePos.xyz);
vec3 H = normalize(L+E);
float Ks = pow(max(dot(N, H), 0.0), shininess);
vec4 specular = Ks*specularComponent;
if( dot(L, N) < 0.0 ) {
specular = vec4(0.0, 0.0, 0.0, 1.0);
}
float factor = (maxFogDistance - eyeDistance) / (maxFogDistance - minFogDistance);
factor = clamp(factor, 0.0, 1.0);
vec4 finalFogColor = factor * fogColor;
vec4 finalColor = (ambient + specular) * texture2D(texture, texCoordOut);
gl_FragColor = finalColor * factor + fogColor * (1.0 - factor);
gl_FragColor.a = 1.0;
}
Additionally, the minimum fog distance has been set to 1f and the maximum to 10f (my movement space is quite small, currently 5x5, so this should be appropriate) and the fog color is set to white.
Any help anybody could provide would be much appreciated. I can post additional code if the problem isn't in the shaders (though, I can't figure anywhere else it would be, the other aspects of the shaders worked fine before this).

Threejs normal values in shader are set to 0

I'm trying to get this tutorial to work but I ran into two issues, one of which can be found here. The other one is the following.
For convenience this is the code that is supposed to work and here's a jsfiddle.
Vertex-shader:
uniform mat4 projectionMatrix;
uniform mat4 modelViewMatrix;
attribute vec3 position;
uniform vec3 normal;
varying vec3 vNormal;
void main() {
test = 0.5;
vNormal = normal;
gl_Position = projectionMatrix *
modelViewMatrix *
vec4(position,1.0);
}
Fragment-shader:
varying mediump vec3 vNormal;
void main() {
mediump vec3 light = vec3(0.5, 0.2, 1.0);
// ensure it's normalized
light = normalize(light);
// calculate the dot product of
// the light to the vertex normal
mediump float dProd = max(0.0, dot(vNormal, light));
// feed into our frag colour
gl_FragColor = vec4(dProd, // R
dProd, // G
dProd, // B
1.0); // A
}
The values for normal in the vertex shader or at least the values for vNormal in the fragment shader seem to be 0. The sphere that is supposed to show up stays black. As soon as I change the values for gl_FragColor manually the sphere changes colors. Can anybody tell me why this is not working?
In your vertex shader the vec3 normal should be an attribute (since each vertex has a normal) not a uniform:
attribute vec3 normal;
Here is the working version of your code.

How to use a 3x3 homography matrix in OpenGL ES shaders?

I have a 3x3 homography matrix that works correctly with OpenCV's warpPerspective, but I need to do the warping on GPU for performance reasons. What is the best approach? I tried multiplying in the vertex shader to get the texture coordinates and then render a quad, but I get strange distortions. I'm not sure if it's the interpolation not working as I expect. Attaching output for comparison (it involves two different, but close enough shots).
Absolute difference of warp and other image from GPU:
Composite of warp and other image in OpenCV:
EDIT:
Following are my shaders: the task is image rectification (making epilines become scanlines) + absolute difference.
// Vertex Shader
static const char* warpVS = STRINGIFY
(
uniform highp mat3 homography1;
uniform highp mat3 homography2;
uniform highp int width;
uniform highp int height;
attribute highp vec2 position;
varying highp vec2 refTexCoords;
varying highp vec2 curTexCoords;
highp vec2 convertToTexture(highp vec3 pixelCoords) {
pixelCoords /= pixelCoords.z; // need to project
pixelCoords /= vec3(float(width), float(height), 1.0);
pixelCoords.y = 1.0 - pixelCoords.y; // origin is in bottom left corner for textures
return pixelCoords.xy;
}
void main(void)
{
gl_Position = vec4(position / vec2(float(width) / 2.0, float(height) / 2.0) - vec2(1.0), 0.0, 1.0);
gl_Position.y = -gl_Position.y;
highp vec3 initialCoords = vec3(position, 1.0);
refTexCoords = convertToTexture(homography1 * initialCoords);
curTexCoords = convertToTexture(homography2 * initialCoords);
}
);
// Fragment Shader
static const char* warpFS = STRINGIFY
(
varying highp vec2 refTexCoords;
varying highp vec2 curTexCoords;
uniform mediump sampler2D refTex;
uniform mediump sampler2D curTex;
uniform mediump sampler2D maskTex;
void main(void)
{
if (texture2D(maskTex, refTexCoords).r == 0.0) {
discard;
}
if (any(bvec4(curTexCoords[0] < 0.0, curTexCoords[1] < 0.0, curTexCoords[0] > 1.0, curTexCoords[1] > 1.0))) {
discard;
}
mediump vec4 referenceColor = texture2D(refTex, refTexCoords);
mediump vec4 currentColor = texture2D(curTex, curTexCoords);
gl_FragColor = vec4(abs(referenceColor.r - currentColor.r), 1.0, 0.0, 1.0);
}
);
I think you just need to do the projection per pixel. Make refTexCoords and curTexCoords at least vec3, then do the /z in the pixel shader before texture lookup. Even better use the textureProj GLSL instruction.
You want to do everything that is linear in the vertex shader, but things like projection need to be done in the fragment shader per pixel.
This link might help with some background: http://www.reedbeta.com/blog/2012/05/26/quadrilateral-interpolation-part-1/

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