In summary, my full screen shader is not outputting anything,
I am writing a deferred shader in GLSL and I have gotten to the stage where I am applying lights in screen space. I have an ambient pass where I basically write the diffuse intensity from the GBuffer to the default FBO, this works fine. I then apply another full screen quad to calculate the directional light in the scene, again this samples from the GBUffer and should be blended with the default FBO.
The problem I am having is that the directional light shader does not output anything. I use the same matrices and transformations as I do with the ambient pass but nothing changes.
I have tried the following;
- Output the same colour at every fragment in the ambient pass to ensure it is outputting at all. (Works)
- Output the same colour at every fragment in the directional light pass. (Still get nothing)
- Use the screen resolution for XY vertex coordinates as opposed to normalised coordinates;
- This works for the ambient pass as I can see the results changing as expected.
- It changes nothing for the directional light pass and I get the same output.
- Change the ambient shader to sample from the normal or position buffers to ensure the textures can be sampled from (Working)
Here's the application code;
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_GeometryBuffer->m_Name);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glDrawBuffers(1,draw_buffers);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_AmbientShader->Begin();
m_AmbientShader->SetUniformInt1("Diffuse",m_DiffuseTexture->m_TextureUnit);
// Draw full screen quad
glBegin(GL_QUADS);
glMultiTexCoord2i(GL_TEXTURE0,0,0);
glVertex2i(-1,-1);
glMultiTexCoord2i(GL_TEXTURE0,1,0);
glVertex2i(1,-1);
glMultiTexCoord2i(GL_TEXTURE0,1,1);
glVertex2i(1,1);
glMultiTexCoord2i(GL_TEXTURE0,0,1);
glVertex2i(-1,1);
glEnd();
m_AmbientShader->End();
const DirectionalLight& dl = scene.GetDirectionalLight();
glDrawBuffers(1, draw_buffers);
m_DirectionalLightShader->Begin();
m_DirectionalLightShader->SetUniformInt1("Diffuse",m_DiffuseTexture->m_TextureUnit);
m_DirectionalLightShader->SetUniformInt1("Position",m_PositionTexture->m_TextureUnit);
m_DirectionalLightShader->SetUniformInt1("Normal",m_NormalTexture->m_TextureUnit);
m_DirectionalLightShader->SetUniformFloat3("LightDir",dl.GetDirection());
m_DirectionalLightShader->SetUniformFloat3("LightAmb",dl.GetAmb());
m_DirectionalLightShader->SetUniformFloat3("LightDiff",dl.GetDiff());
m_DirectionalLightShader->SetUniformFloat3("LightSpec",dl.GetSpec());
m_DirectionalLightShader->SetUniformFloat3("LightAtt",dl.GetAtt());
m_DirectionalLightShader->SetUniformFloat1("LightIntensity",dl.GetIntensity());
// Draw full screen quad
glBegin(GL_QUADS);
glMultiTexCoord2i(GL_TEXTURE0,0,0);
glVertex2i(-1,-1);
glMultiTexCoord2i(GL_TEXTURE0,1,0);
glVertex2i(1,-1);
glMultiTexCoord2i(GL_TEXTURE0,1,1);
glVertex2i(1,1);
glMultiTexCoord2i(GL_TEXTURE0,0,1);
glVertex2i(-1,1);
glEnd();
m_DirectionalLightShader->End();
Please excuse me if my math is wrong, I have been messing around with the shaders to try and get any sort of output but here are the shader source files;
<-- directional_light.vert -->
varying out vec2 ScreenPos;
varying out vec3 VSLightDir;
uniform vec3 LightDir;
uniform vec3 LightAmb;
uniform vec3 LightDiff;
uniform vec3 LightSpec;
uniform float LightIntensity;
void main()
{
gl_Position = gl_Vertex;
ScreenPos = gl_MultiTexCoord0.st;
VSLightDir = normalize((gl_ModelViewMatrix * vec4(LightDir,0.0)).xyz);
}
<-- directional_light.frag -->
// Gbuffer textures
uniform sampler2D Diffuse;
uniform sampler2D Position;
uniform sampler2D Normal;
in vec2 ScreenPos;
uniform vec3 LightDir;
uniform vec3 LightAmb;
uniform vec3 LightDiff;
uniform vec3 LightSpec;
uniform float LightIntensity;
in vec3 VSLightDir;
out vec4 OutColour;
void main()
{
// Sample from the GBuffer
vec4 Diffuse = texture2D(Diffuse, ScreenPos);
vec4 VSPos = texture2D(Position, ScreenPos);
vec4 MRT2 = texture2D(Normal, ScreenPos);
vec3 VSNormal = normalize(MRT2.xyz);
float Shininess = MRT2.w;
float LDotN = dot(VSNormal, VSLightDir);
vec3 View = -normalize(VSPos.xyz);
// Compute ambient contribution
vec3 ambient = LightIntensity * LightAmb * Diffuse.xyz;
// Compute diffuse contribution
vec3 diffuse = LightIntensity * LightDiff * Diffuse.xyz * max(0.0, LDotN);
// Compute specular contribution
vec3 HalfWay = normalize(LightDir + View);
vec3 specular = (LDotN <= 0.0)
? vec3(0.0)
: LightIntensity * LightSpec * Diffuse.xyz * pow(max(0.0, dot(VSNormal,HalfWay)), Shininess);
OutColour = vec4(ambient + diffuse + specular, Diffuse.a);
//OutColour = vec4(0.0,0.0,1.0,1.0); //Debug line
}
<-- ambient.vert -->
varying out vec2 ScreenPos;
void main()
{
gl_Position = gl_Vertex;
// Used for the position to sample from GBuffer
ScreenPos = gl_MultiTexCoord0.st;
}
<-- ambient.frag -->
// Gbuffer textures
uniform sampler2D Diffuse;
in vec2 ScreenPos;
out vec4 OutColour;
void main()
{
OutColour = texture2D(Diffuse, ScreenPos);
//OutColour = vec4(0.0,0.0,1.0,1.0);
}