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我试着创建Open GL ES法线贴图着色器。我使用的网格在Blender中工作正常,但我的着色器没有。我也尝试在另一个示例程序中使用网格。它似乎只适用于某些人脸。 这是着色器问题还是网格/切线问题?打开GLES法线贴图着色器照明不正确
VP
uniform mat4 worldViewProjMatrix;
uniform mat4 worldViewMatrix;
attribute vec4 vertex;
attribute vec3 normal;
attribute vec3 tangent;
attribute vec3 binormal;
attribute vec4 uv0;
varying vec3 v_Position;
varying vec3 v_Normal;
varying vec3 v_Tangent;
varying vec3 v_Binormal;
varying vec2 v_UV;
void main()
{
v_Position = (vec4(vertex.xyz, 1.0) * worldViewMatrix).xyz;
v_Normal = ((worldViewMatrix * vec4(normalize(normal), 0.0)).xyz);
v_Tangent = ((worldViewMatrix * vec4(normalize(tangent), 0.0)).xyz);
v_Binormal = ((worldViewMatrix * vec4(normalize(binormal), 0.0)).xyz);//normalize(cross(v_Normal, v_Tangent));
v_UV = uv0.st;
gl_Position = worldViewProjMatrix * vec4(vertex.xyz, 1.0);
}
FP
uniform vec4 lightPositionViewSpace;
uniform vec4 surfaceDiffuseColour;
uniform vec4 surfaceAmbientColour;
uniform sampler2D tex0;
varying vec3 v_Position;
varying vec3 v_Normal;
varying vec3 v_Tangent;
varying vec3 v_Binormal;
varying vec2 v_UV;
void main()
{
mat3 TBN = transpose(mat3(
v_Tangent,
v_Binormal,
v_Normal
));
vec3 lightVector = normalize(lightPositionViewSpace.xyz);//normalize(lightPositionViewSpace.xyz - v_Position);
lightVector = normalize(lightVector*TBN);
vec3 normal = normalize(texture2D(tex0, v_UV).rgb*2.0 - 1.0);
float diffuse = max(dot(normal, lightVector), 0.0);
gl_FragColor = surfaceDiffuseColour*diffuse+surfaceAmbientColour;
}
这里看看:法线贴图了可怕的错误(HTTP:/ /stackoverflow.com/a/28541305/2521214)提供一些提示 – Spektre
我的投注是您的光矢量未正确设置/计算/转换,并且最终颜色组合也是可疑的。我通常通过TBN而不是光矢量来转换法向量......如果没有关于您的制服和坐标系的更多信息很难回答...... – Spektre