2015-07-20 82 views
0

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

enter image description here

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; 
} 
+0

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

+0

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

回答

0

我不知道什么是错与上面的代码。 但我写了一个新的,似乎工作。 也许这是要去帮助别人谁想要一个简单的开放GLES法线贴图着色器:

VP

uniform mat4 worldViewProjMatrix; 
uniform vec4 lightDirObjSpace; 

attribute vec4 vertex; 
attribute vec3 normal; 
attribute vec3 tangent; 
attribute vec3 binormal; 
attribute vec4 uv0; 

varying vec2 vTexCoord; 
varying vec3 vLightVector; 

void main(void) 
{ 
    vTexCoord = uv0.st; 

    vLightVector.x = dot(lightDirObjSpace.xyz, tangent); 
    vLightVector.y = dot(lightDirObjSpace.xyz, binormal); 
    vLightVector.z = dot(lightDirObjSpace.xyz, normal); 

    gl_Position = worldViewProjMatrix * vec4(vertex.xyz, 1.0); 
} 

FP

uniform vec3 surfaceDiffuseColour; 
uniform vec3 surfaceAmbientColour; 
uniform sampler2D tex0; 

varying vec2 vTexCoord; 
varying vec3 vLightVector; 

void main(void) 
{ 
    vec3 normal = normalize(((texture2D(tex0, vTexCoord).xyz) * 2.0) - 1.0); 

    float diffuse = max(0.0, dot(normalize(normal), normalize(vLightVector))); 

    gl_FragColor = vec4(surfaceDiffuseColour * diffuse + surfaceAmbientColour, 1.0); 
}