Simple channel offset shader in GL ES 2.0 - opengl-es

Could someone point me in the right direction to creating an effect similar to this that would run on GL ES 2.0?
.vert
uniform vec2 uAberrationOffset;
void main() {
gl_TexCoord[0] = gl_MultiTexCoord0;
gl_Position = gl_ProjectionMatrix * gl_ModelViewMatrix * gl_Vertex;
}
.frag
uniform sampler2DRect baseTex;
uniform vec2 uAberrationOffset;
void main() {
vec4 coords = gl_TexCoord[0];
// baseTex is FBO of screen (1280x800 -> non-square)
// offset red
vec4 fbo1 = texture2DRect(baseTex, coords.xy - uAberrationOffset);
// keep green where it is
vec4 fbo2 = texture2DRect(baseTex, coords.xy);
// offset blue
vec4 fbo3 = texture2DRect(baseTex, coords.xy + uAberrationOffset);
// FBO channels mixed (incl. offsets)
vec4 colFinal = vec4(fbo1.r, fbo2.g, fbo3.b, 1.);
// Output final pixel color
gl_FragColor = colFinal;
}

The following baby steps will allow you to port these shaders to ES 2.0.
Do not use old-school uniforms: gl_ProjectionMatrix and gl_ModelViewMatrix. Replace these with user-defined uniforms.
sampler2DRect and texture2DRect are not supported in ES but you can use a normal sampler and texture2D call for this effect.
gl_MultiTexCoord0 and gl_Vertex are old-school attributes. You'll need to replace them with user-defined vertex attributes.

Related

Three.js fragment shader with ambient light intensity

I have a Three.js shader material that chromakeys a video texture so that the green becomes transparent. That part works fine.
Now i am trying to modify it so that it is affected by the intensity of the ambient light, basically what i want is that when the ambient light's intensity is lower, the video playing becomes darker.
On images I can do that fine by simply adding a Standard Material so i've tried adding two separate materials to the video (the chromakey shader material and a standard one) but that didn't help.
So I started doing some research and digging into the code of the chromakey shader (which was not written by me) and i made the following changes:
I've merged the original uniforms with the ones from THREE.UniformsLib["lights"]
I've enabled the lights in the shader material's parameters
Now the question is, how do I access the ambient light's intensity value (which is constantly updating by the way) inside the fragment shader, and how do I make the pixels darker depending on the intensity value (which is between 0 and 1).
Shader Material
var uniforms = THREE.UniformsUtils.clone(THREE.UniformsLib["lights"]);
uniforms['color'] = { type: 'c', value: data.color };
uniforms['texture'] = { type: 't', value: videoTexture };
this.material = new THREE.ShaderMaterial({
uniforms: uniforms,
vertexShader: this.vertexShader,
fragmentShader: this.fragmentShader,
lights: true
});
Vertex Shader
varying vec2 vUv;
void main(void)
{
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
Fragment Shader
uniform sampler2D texture;
uniform vec3 color;
varying vec2 vUv;
void main(void)
{
vec3 tColor = texture2D( texture, vUv ).rgb;
float a = (length(tColor - color) - 0.5) * 7.0;
gl_FragColor = vec4(tColor, a);
}
I basically need to modify tColor according to the light's intensity but like I said, I have no idea how to access that value and how to darken/brighten the color according to it.
Adding brightness control to you fragment shader
If its just a simple brightness control you can multiply the frag color by a scalar.
Example frag shader
uniform sampler2D texture;
uniform vec3 color;
uniform float brightness; // added uniform to control brightness
varying vec2 vUv;
void main(void) {
vec3 tColor = texture2D( texture, vUv ).rgb;
float a = (length(tColor - color) - 0.5) * 7.0;
gl_FragColor = vec4(tColor * brightness, a); // scale brightness of rgb channels
}
Then in Javascript code to support the new uniform
const BRIGHTNESS_MAX = 1; // default value. MAX brightness DO not change this
// DO NOT CHANGE this value to set upper limit
// Use the const LUX_MAX (see below) to set upper limit
const BRIGHTNESS_MIN = 0.7; // The darkest you want A value of 0 is black
// add brightness The same uniforms object as you
// got with uniforms = THREE.UniformsUtils.clone(THREE.UniformsLib["lights"]);
uniforms.brightness = {value: BRIGHTNESS_MAX}; // default to max
To change the value of the uniform
uniforms.brightness.value = brightness; // set the new value
From Three Docs
"All uniforms values can be changed freely (e.g. colors, textures, opacity, etc), values are sent to the shader every frame."
So that is all that is needed to add the brightness control.
Using Ambient sensor
I will assume you have access to the sensor value. The sensor holds the light level as an absolute value LUX 10 is dark ~707 is normal and 10000 plus is bright.
You will have to calibrate the sensor reading by changing what LUX corresponds to BRIGHTNESS_MAX and setting the BRIGHTNESS_MIN to the darkest you want the image to become.
As the the scaling and dynamic range of the light sensor and display device are very different the following function makes the assumption the MAX_LUX and white on the rendered image are the same brightness
The following function will convert from a LUX value to a brightness value
const MAX_LUX = 5000; // This LUX value and above will set brightness to max
function LUX2Brightness(lux) {
if (lux >= MAX_LUX) { return BRIGHTNESS_MAX }
const MIN = (BRIGHTNESS_MIN ** 2.2) * MAX_LUX; // do not manually set this value
// Set BRIGHTNESS_MIN to control
// low light level
if (lux <= MIN) { return BRIGHTNESS_MIN }
return (lux ** (1 / 2.2)) / (MAX_LUX ** (1 / 2.2));
}
To use the above function with the shader
// luminosity is value from ambient light sensor event
uniforms.brightness.value = LUX2Brightness(luminosity);
The assumption is that you set MAX_LUX to the actual LUX output of the all white rendered image (best of luck with that).
IMPORTANT!!
The is no absolute solution to levels.
Human vision is adaptive. How you calibrate the min and max will change depending on how your eyes have adapted to the current light levels, the current brightness, color, (and more) setting on the device displaying the rendered content, the current setting of the camera, exposure, white balance (and so on), your personal artist preferences.
All of these things are usually set automatically so any setting that looks good now may not be what is desired in the morning, or when you come back from a coffee break.
All the code
Fragment shader
uniform sampler2D texture;
uniform vec3 color;
uniform float brightness;
varying vec2 vUv;
void main(void) {
vec3 tColor = texture2D( texture, vUv ).rgb;
float a = (length(tColor - color) - 0.5) * 7.0;
gl_FragColor = vec4(tColor * brightness, a);
}
JavaScript settup code
const BRIGHTNESS_MAX = 1; // Don't change this value
const BRIGHTNESS_MIN = 0.7;
const MAX_LUX = 2000;
uniforms.brightness = {value: BRIGHTNESS_MAX};
function LUX2Brightness(lux) {
if (lux >= MAX_LUX) { return BRIGHTNESS_MAX }
const MIN = (BRIGHTNESS_MIN ** 2.2) * MAX_LUX;
if (lux <= MIN) { return BRIGHTNESS_MIN }
return (lux ** (1 / 2.2)) / (MAX_LUX ** (1 / 2.2));
}
Sensor reading
Put following line in sensor event. Eg the "devicelight" event listener.
uniforms.brightness.value = LUX2Brightness(event.value);

How to texture non-unwrapped model using a cubemap

I have lots of models that ain't unwrapped (they don't have UV coordinates). They are quite complex to unwrap them. Thus, I decided to texture them using a seamless cubemap:
[VERT]
attribute vec4 a_position;
varying vec3 texCoord;
uniform mat4 u_worldTrans;
uniform mat4 u_projTrans;
...
void main()
{
gl_Position = u_projTrans * u_worldTrans * a_position;
texCoord = vec3(a_position);
}
[FRAG]
varying vec3 texCoord;
uniform samplerCube u_cubemapTex;
void main()
{
gl_FragColor = textureCube(u_cubemapTex, texCoord);
}
It works, but the result is quite weird due to texturing depends on the vertices position. If my model is more complex than a cube or sphere, I see visible seams and low resolution of the texture on some parts of the object.
Reflection is mapped good on the model, but it has a mirror effect.
Reflection:
[VERT]
attribute vec3 a_normal;
varying vec3 v_reflection;
uniform mat4 u_matViewInverseTranspose;
uniform vec3 u_cameraPos;
...
void main()
{
mat3 normalMatrix = mat3(u_matViewInverseTranspose);
vec3 n = normalize(normalMatrix * a_normal);
//calculate reflection
vec3 vView = a_position.xyz - u_cameraPos.xyz;
v_reflection = reflect(vView, n);
...
}
How to implement something like a reflection, but with “sticky” effect, which means that it’s as if the texture is attached to a certain vertex (not moving). Each side of the model must display its own side of the cubemap, and as a result it should look like a common 2D texturing. Any advice will be appreciated.
UPDATE 1
I summed up all comments and decided to calculate cubemap UV. Since I use LibGDX, some names may differ from OpenGL ones.
Shader class:
public class CubemapUVShader implements com.badlogic.gdx.graphics.g3d.Shader {
ShaderProgram program;
Camera camera;
RenderContext context;
Matrix4 viewInvTraMatrix, viewInv;
Texture texture;
Cubemap cubemapTex;
...
#Override
public void begin(Camera camera, RenderContext context) {
this.camera = camera;
this.context = context;
program.begin();
program.setUniformMatrix("u_matProj", camera.projection);
program.setUniformMatrix("u_matView", camera.view);
cubemapTex.bind(1);
program.setUniformi("u_textureCubemap", 1);
texture.bind(0);
program.setUniformi("u_texture", 0);
context.setDepthTest(GL20.GL_LEQUAL);
context.setCullFace(GL20.GL_BACK);
}
#Override
public void render(Renderable renderable) {
program.setUniformMatrix("u_matModel", renderable.worldTransform);
viewInvTraMatrix.set(camera.view);
viewInvTraMatrix.mul(renderable.worldTransform);
program.setUniformMatrix("u_matModelView", viewInvTraMatrix);
viewInvTraMatrix.inv();
viewInvTraMatrix.tra();
program.setUniformMatrix("u_matViewInverseTranspose", viewInvTraMatrix);
renderable.meshPart.render(program);
}
...
}
Vertex:
attribute vec4 a_position;
attribute vec2 a_texCoord0;
attribute vec3 a_normal;
attribute vec3 a_tangent;
attribute vec3 a_binormal;
varying vec2 v_texCoord;
varying vec3 v_cubeMapUV;
uniform mat4 u_matProj;
uniform mat4 u_matView;
uniform mat4 u_matModel;
uniform mat4 u_matViewInverseTranspose;
uniform mat4 u_matModelView;
void main()
{
gl_Position = u_matProj * u_matView * u_matModel * a_position;
v_texCoord = a_texCoord0;
//CALCULATE CUBEMAP UV (WRONG!)
//I decided that tm_l2g mentioned in comments is u_matView * u_matModel
v_cubeMapUV = vec3(u_matView * u_matModel * vec4(a_normal, 0.0));
/*
mat3 normalMatrix = mat3(u_matViewInverseTranspose);
vec3 t = normalize(normalMatrix * a_tangent);
vec3 b = normalize(normalMatrix * a_binormal);
vec3 n = normalize(normalMatrix * a_normal);
*/
}
Fragment:
varying vec2 v_texCoord;
varying vec3 v_cubeMapUV;
uniform sampler2D u_texture;
uniform samplerCube u_textureCubemap;
void main()
{
vec3 cubeMapUV = normalize(v_cubeMapUV);
vec4 diffuse = textureCube(u_textureCubemap, cubeMapUV);
gl_FragColor.rgb = diffuse;
}
The result is completely wrong:
I expect something like that:
UPDATE 2
The texture looks stretched on the sides and distorted in some places if I use vertices position as a cubemap coordinates in the vertex shader:
v_cubeMapUV = a_position.xyz;
I uploaded euro.blend, euro.obj and cubemap files to review.
that code works only for meshes that are centered around (0,0,0) if that is not the case or even if (0,0,0) is not inside the mesh then artifacts occur...
I would start with computing BBOX BBOXmin(x0,y0,z0),BBOXmax(x1,y1,z1) of your mesh and translate the position used for texture coordinate so its centered around it:
center = 0.5*(BBOXmin+BBOXmax);
texCoord = vec3(a_position-center);
However non uniform vertex density would still lead to texture scaling artifacts especially if BBOX sides sizes differs too much. Rescaling it to cube would help:
vec3 center = 0.5*(BBOXmin+BBOXmax); // center of BBOX
vec3 size = BBOXmax-BBOXmin; // size of BBOX
vec3 r = a_position-center; // position centered around center of BBOX
r.x/=size.x; // rescale it to cube BBOX
r.y/=size.y;
r.z/=size.z;
texCoord = r;
Again if the center of BBOX is not inside mesh then this would not work ...
The reflection part is not clear to me do you got some images/screenshots ?
[Edit1] simple example
I see it like this (without the center offsetting and aspect ratio corrections mentioned above):
[Vertex]
//------------------------------------------------------------------
#version 420 core
//------------------------------------------------------------------
uniform mat4x4 tm_l2g;
uniform mat4x4 tm_g2s;
layout(location=0) in vec3 pos;
layout(location=1) in vec4 col;
out smooth vec4 pixel_col;
out smooth vec3 pixel_txr;
//------------------------------------------------------------------
void main(void)
{
pixel_col=col;
pixel_txr=(tm_l2g*vec4(pos,0.0)).xyz;
gl_Position=tm_g2s*tm_l2g*vec4(pos,1.0);
}
//------------------------------------------------------------------
[Fragment]
//------------------------------------------------------------------
#version 420 core
//------------------------------------------------------------------
in smooth vec4 pixel_col;
in smooth vec3 pixel_txr;
uniform samplerCube txr_skybox;
out layout(location=0) vec4 frag_col;
//------------------------------------------------------------------
void main(void)
{
frag_col=texture(txr_skybox,pixel_txr);
}
//------------------------------------------------------------------
And here preview:
The white torus in first few frames are using fixed function and the rest is using shaders. As you can see the only input I use is the vertex position,color and transform matrices tm_l2g which converts from mesh coordinates to global world and tm_g2s which holds the perspective projection...
As you can see I render BBOX with the same CUBE MAP texture as I use for rendering the model so it looks like cool reflection/transparency effect :) (which was not intentional).
Anyway When I change the line
pixel_txr=(tm_l2g*vec4(pos,0.0)).xyz;
into:
pixel_txr=pos;
In my vertex shader the object will be solid again:
You can combine both by passing two texture coordinate vectors and fetching two texels in fragment adding them with some ratio together. Of coarse you would need to pass 2 Cube map textures one for object and one for skybox ...
The red warnings are from my CPU side code reminding me that I am trying to set uniforms that are not present in the shaders (as I did this from the bump mapping example without changing CPU side code...)
[Edit1] here preview of your mesh with offset
The Vertex changes a bit (just added the offsetting described in the answer):
//------------------------------------------------------------------
#version 420 core
//------------------------------------------------------------------
uniform mat4x4 tm_l2g;
uniform mat4x4 tm_g2s;
uniform vec3 center=vec3(0.0,0.0,2.0);
layout(location=0) in vec3 pos;
layout(location=1) in vec4 col;
out smooth vec4 pixel_col;
out smooth vec3 pixel_txr;
//------------------------------------------------------------------
void main(void)
{
pixel_col=col;
pixel_txr=pos-center;
gl_Position=tm_g2s*tm_l2g*vec4(pos,1.0);
}
//------------------------------------------------------------------
So by offsetting the center point you can get rid of the singular point distortion however as I mentioned in comments for arbitrary meshes there will be always some distortions with cheap texturing tricks instead of proper texture coordinates.
Beware my mesh was resized/normalized (sadly I do not remeber if its <-1,+1> range or different ona and too lazy to dig in my source code of the GLSL engine I tested this in) so the offset might have different magnitude in your environment to achieve the same result.

Having some wierd artifacting and odd triangle shadows with SSAO Opengl Implmentation

I have been working on implementing SSAO into the engine I am writing, and a major problem has arrived. Everything was going quite well until I realized that my SSAO was not working correctly. There are two things that I can find that are wrong with my SSAO and I am unable to figure out how to remedy them.
My shader code is at the end of this post, before that I will be describing the problems with images.
Firstly, as seen in the below screenshot, there are some wierd artifacts showing up based on the angle of viewing. So far I am assuming the way I am implementing the View matrix is wrong. I have done a lot of research about how this all should work and I understand it in theory. However, in practice things are not changing as I would expect.
Secondly, whenever I get close to the blocks, I get very odd triangle shadows that appear around the edges of the screen, as shown in the next screenshot.
[![Odd triangle shadows around screen][2]][2]
These two images show the main issues I am having. I am using a deferred type Renderer to render the geometry to a few textures (Position, normals, color) the importing these textures and using them to manipulate the final output. The first two codeblocks are the vertex and fragment shaders respectively for translating the geometry to textures.
Vertex Shader
#version 430 core
layout(location=0) in mat4 modelMatrix;
layout(location=4) in vec4 VertexPosition;
layout(location=5) in vec4 VertexNormal;
layout(location=6) in vec3 VertexColor;
layout(location=7) in vec2 TextureCoords;
out vec4 vNormal;
out vec3 vColor;
out vec4 shaderCoord;
out vec2 texCoords;
layout(location=8) uniform mat4 V;
layout(location=12) uniform mat4 P;
void main()
{
shaderCoord = (V*modelMatrix * VertexPosition);
mat4 normalMatrix = transpose(inverse(V*modelMatrix));
vNormal = (normalMatrix*VertexNormal);
texCoords = TextureCoords;
vColor = VertexColor;
gl_Position = P*shaderCoord;
}
Fragment Shader
#version 430 core
in vec4 vNormal;
in vec3 vColor;
in vec4 shaderCoord;
in vec2 texCoords;
layout (location=0) out vec4 NormalBuffer;
layout (location=1) out vec4 ColorBuffer;
layout (location=2) out vec4 PositionBuffer;
layout (location=3) out vec4 TextureCoordBuffer;
out float fragDepth;
//Start of the main function.
void main()
{
NormalBuffer = vec4(normalize(vNormal).xyz, 1.0);
ColorBuffer = vec4(vColor, 1.0);
PositionBuffer = vec4(shaderCoord.xyz, 1.0);
TextureCoordBuffer = vec4(texCoords, 0.0, 1.0);
fragDepth = gl_FragCoord.z;
}
As you can see, I am translating everything from world space to view space before I write them to the textures. I would much prefer to keep them in world space but when I do, the entire screen looks white with occasional hints of shadows, but the background swaps between white and black depending on camera angle.
Next are my SSAO shaders, In order to implement these I followed a few tutorials, so they probably look familiar. If the tutorial was correct, the next two shaders should work correctly but they are not.
Vetex shader that just creates a quad, and applies the final texture to it.
#version 430 core
layout (location=0) in vec3 VertexPosition;
layout (location=1) in vec2 TextureCoords;
out vec2 texCoords;
void main (){
texCoords = TextureCoords;
gl_Position = vec4(VertexPosition, 1.0);
}
Fragment shader for SSAO
#version 430 core
in vec2 texCoords;
layout (location=0) out vec4 fColor;
uniform sampler2D NormalBuffer;
uniform sampler2D positionBuffer;
uniform sampler2DArrayShadow shadowMap;
uniform sampler1D SSAOKernelMap;
uniform sampler2D SSAONoiseMap;
layout(location=12) uniform mat4 P;
layout(location=8) uniform mat4 V;
uniform uint kernelSize;
uniform vec2 windowSize;
//Define Variables for SSAO Processing.
float radius = 0.5;
float SSAOBias = 0.025;
float power = 1.5;
//mat4 biasMatrix = mat4(0.5,0.0,0.0,0.0,0.0,0.5,0.0,0.0,0.0,0.0,0.5,0.0,0.5,0.5,0.5,1.0);
void main()
{
//Retrieve from textures
vec3 shaderCoord = (texture(positionBuffer, texCoords)).xyz;
vec3 vNormal = normalize((texture(NormalBuffer, texCoords)).rgb);
//process SSAO
vec2 NoiseScale = vec2(windowSize.x/4.0, windowSize.y/4.0);
vec3 randVec = normalize(texture(SSAONoiseMap, texCoords*NoiseScale).xyz);
vec3 tangent = normalize(randVec - vNormal * dot(randVec, vNormal));
vec3 bitTangent = cross(vNormal, tangent);
mat3 TBN = mat3(tangent, bitTangent, vNormal);
//Begin Processing of SSAO with inputed Kernel Samples
float Occlusion = 0.0;
for(int i=0; i<kernelSize; i++){
vec4 kernelSample = texture(SSAOKernelMap, i);
vec3 TSample = TBN*kernelSample.rgb;
TSample = shaderCoord + TSample * radius;
vec4 newCoord = vec4(TSample, 1.0);
newCoord = P*newCoord;
newCoord.xyz /= newCoord.w;
newCoord.xyz = newCoord.xyz * 0.5 + 0.5;
float sampleDepth = texture(positionBuffer,newCoord.xy).z;
//float rangeCheck = smoothstep(0.0,1.0, radius / abs(shaderCoord.z-sampleDepth));
Occlusion += (sampleDepth >= TSample.z+SSAOBias?1.0:0.0);
}
Occlusion = 1.0 - (Occlusion/kernelSize);
fColor = vec4(vec3(Occlusion),1.0f);
}
That is all the information I can think to provide initially. Any help you guys can provide would be immensely helpful! If any other information would help, please let me know and I will be happy to provide.
EDIT:
I figured out that one of my issues was the way that I was accessing the 1D texture above. This made all the kernel samples very strange. I fixed that and now I am getting something like the image below, where half the screen is darker and half the screen is lighter on one side and darker on the other. The contrast line moves with the camera.
Any help with this issue would be immensely appreciated!
I have found two things that were wrong that mostly resolved the issue that this current post is about.
Firstly, the format which I was passing in the kernelMap was off and so all the values were quite skewed.
Secondly, I was unable to figure out why but when I passed the position and normal values to the Lightingfragment shader in world space and then applied the view and projection matrices to them, they would turn out very strangely. However if I applied the view and projection matrices to the position and normal values in the BaseGeometry shader, then reverted that application in the Lighting shader everything works perfectly.
If i find out any more information I will happily post here to update any future searchers.

Partially transparent shader occluding objects in THREE.js

I am making a game with a fog of war layer covering the board. I want to have a cursor that shows up when the player mouses over a tile, and I'm implementing this with a glow effect around the tile, also implemented using a shader.
I'm running into a strange issue: the glow effect works fine for positive x values (when the camera is set at x = -250, y = 250) but I can't see it for negative x values unless the camera gets rotated to almost completely vertical (or I move the camera underneath the fog of war layer).
It's hard to explain, so I've made a CodePen demonstrating the problem: https://codepen.io/jakedluhy/pen/QqzajN?editors=0010
I'm pretty new to custom shaders, so any insight or help would be appreciated. Here's the shaders for the fog of war:
// Vertex
varying vec4 vColor;
void main() {
vec3 cRel = cameraPosition - position;
float dx = (20.0 * cRel.x) / cRel.y;
float dz = (20.0 * cRel.z) / cRel.y;
gl_Position = projectionMatrix *
modelViewMatrix *
vec4(
position.x + dx,
position.y,
position.z + dz,
1.0
);
vColor = vec4(0.0, 0.0, 0.0, 0.7);
}
// Fragment
varying vec4 vColor;
void main() {
gl_FragColor = vColor;
}
And the shaders for the "glow":
// Vertex
varying vec4 vColor;
attribute float alpha;
void main() {
vColor = vec4(color, alpha);
gl_Position = projectionMatrix *
modelViewMatrix *
vec4(position, 1.0);
}
// Fragment
varying vec4 vColor;
void main() {
gl_FragColor = vColor;
}
The math in the vertex shader for the fog of war is to keep the fog in a relative position to the game board.
Tagging THREE.js and glsl because I'm not sure whether this is a THREE.js exclusive problem or not...
Edit: version 0.87.1
Your example looks pretty weird. By setting depthWrite:false on your fog material the two boxes render.
version 0.87.1

Diffuse lighting artifacts (OpenGL 4)

I'm trying to implement simplest possible diffuse lighting after reading a few tutorials, but fail miserably.
I load 3d mesh from Wavefront obj file and if I don't apply lighting, it looks just fine. But, when I do apply lighting, the animal looks like a chessboard and the cube is messed up even more:
animal comparison (with normals)
cube comparison (with normals)
Here is the vertex shader:
#version 400
layout (location = 0) in vec4 a_position;
layout (location = 1) in vec3 a_texCoords;
layout (location = 2) in vec3 a_normal;
uniform mat4 u_viewProjection;
uniform mat4 u_model;
out vec3 v_fragPos;
out vec3 v_fragNormal;
void main() {
v_fragPos = a_position.xyz;
v_fragNormal = a_normal;
gl_Position = u_viewProjection * a_position;
}
I pass fragment position and normals to the fragment shader as-is because I'm not applying any model transformations, I simply assume that a model already has world coordinates after loading it from file (forget about u_model uniform, it's not used for now).
Then, the fragment shader:
#version 400
uniform vec3 u_lightPos;
uniform vec3 u_lightColor;
uniform vec3 u_diffuseColor;
uniform vec3 u_specularColor;
uniform vec3 u_ambientColor;
in vec3 v_fragPos;
in vec3 v_fragNormal;
out vec4 o_fragColor;
void main() {
vec3 lightDir = u_lightPos - v_fragPos;
float cosTheta = max(dot(normalize(v_fragNormal), normalize(lightDir)), 0.0);
vec3 diffuseContribution = cosTheta * u_lightColor;
o_fragColor = vec4(u_diffuseColor * diffuseContribution, 1.0);
}
No model or normal matrices used, because no rotations (or scale) are applied to model for now.
I thought about incorrect normals, but at least a simple cube should have correct ones, right?
Also, maybe I should mention that I'm using NSOpenGLView under MacOS.
Any help will be appreciated.
Thank you!
UPDATE:
Adding VBO setup.
This is how single vertex looks like:
struct Vertex1P1N1UV {
glm::vec4 mPosition;
glm::vec3 mTextureCoords;
glm::vec3 mNormal;
Vertex1P1N1UV();
Vertex1P1N1UV(glm::vec4 position, glm::vec3 texcoords, glm::vec3 normal);
};
I initialize my VAO like this
auto* VAO = new GLVertexArray<Vertex1P1N1UV>();
VAO->initialize(subMesh.vertices(), GLVertexArrayLayoutDescription({
static_cast<int>(glm::vec4::length() * sizeof(GLfloat)),
static_cast<int>(glm::vec3::length() * sizeof(GLfloat)),
static_cast<int>(glm::vec3::length() * sizeof(GLfloat)) }));
VAO initialize method
void initialize(const std::vector<Vertex>& vertices, const GLVertexArrayLayoutDescription& layoutDescription) {
bind();
mVertexBuffer.initialize(vertices);
GLuint offset = 0;
for (GLuint location = 0; location < layoutDescription.getAttributeSizes().size(); location++) {
glEnableVertexAttribArray(location);
GLsizei attributeSize = layoutDescription.getAttributeSizes()[location];
glVertexAttribPointer(location, attributeSize / sizeof(GLfloat), GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void *>(offset));
offset += attributeSize;
}
}
And buffer initialize method
void initialize(const std::vector<Vertex>& data) override {
bind();
glBufferData(GL_ARRAY_BUFFER, data.size() * sizeof(Vertex), data.data(), GL_STATIC_DRAW);
}
Vertex will become Vertex1P1N1UV in this case
UPDATE:
Implemented normal visualization (reuploaded screenshots, scroll to top).
What bothers me is that I can see normals through the mesh, like it's transparent despite opaque color. Is this a depth testing problem?
After 2 days of struggling I found the problem.
I did not enable depth buffer on NSOpenGLView. That is one line of code.
If someone stumbles upon this, he can look here OpenGL GL_DEPTH_TEST not working
for a solution.

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