I was trying to add a normal map effect to a shader tutorial I have found here but with no luck.
UPDATE 1: I updated the code adding a tangent space matrix
Vertex shader:
#version 330
in vec3 inPosition;
in vec3 vertNormal;
in vec2 vertTexCoord;
in vec4 vertNormalMapping;
out vec3 fragVert;
out vec3 fragNormal;
out vec2 fragTexCoord;
out vec4 fragNormalMapping;
out mat3 TBNMatrix;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 camera;
void main(){
vec3 tangent;
vec3 binormal;
vec3 c1 = cross( vertNormal, vec3(0.0, 0.0, 1.0) );
vec3 c2 = cross( vertNormal, vec3(0.0, 1.0, 0.0) );
if( length(c1)>length(c2) )
{
tangent = c1;
}
else
{
tangent = c2;
}
tangent = normalize(tangent);
binormal = cross(vertNormal, tangent);
binormal = normalize(binormal);
mat3 normalMatrix = transpose(inverse(mat3(camera * modelViewProjectionMatrix )));
vec3 n = normalize(normalMatrix * vertNormal);
vec3 t = normalize(normalMatrix * tangent.xyz);
vec3 b = normalize(normalMatrix * binormal.xyz);
TBNMatrix = mat3(t, b, n);
fragTexCoord = vertTexCoord;
fragNormal = vertNormal;
fragVert = inPosition;
fragNormalMapping = vertNormalMapping;
gl_Position = camera * modelViewProjectionMatrix * vec4(inPosition, 1.0);
}
Fragment shader #version 330
precision highp float;
uniform vec3 cameraPosition;
uniform mat4 modelViewProjectionMatrix;
uniform mat4 camera;
uniform sampler2D tex;
uniform sampler2D heightMap;
uniform float materialShininess;
uniform vec3 materialSpecularColor;
uniform struct Light {
vec3 position;
vec3 intensities; //a.k.a the color of the light
float attenuation;
float ambientCoefficient;
} light;
in vec3 fragNormal;
in vec3 fragVert;
in vec2 fragTexCoord;
in vec4 fragNormalMapping;
in mat3 TBNMatrix;
out vec4 finalColor;
void main() {
vec3 surfacePos = vec3(modelViewProjectionMatrix * vec4(fragVert, 1));
vec4 surfaceColor = texture(tex, fragTexCoord);
vec3 surfaceToLight = TBNMatrix * (light.position - surfacePos) ;
vec3 surfaceToCamera = TBNMatrix * (cameraPosition - surfacePos);
vec3 normal = normalize(texture(heightMap, fragTexCoord).xyz * 2.0 - 1.0);
//ambient
vec3 ambient = light.ambientCoefficient * surfaceColor.rgb * light.intensities;
//diffuse
float diffuseCoefficient = max(0.0, dot(normal, surfaceToLight));
vec3 diffuse = diffuseCoefficient * surfaceColor.rgb * light.intensities;
//specular
float specularCoefficient = 0.0;
if(diffuseCoefficient > 0.0)
specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normal))), materialShininess);
vec3 specular = specularCoefficient * materialSpecularColor * light.intensities;
//attenuation
float distanceToLight = length(light.position - surfacePos);
float attenuation = 1.0 / (1.0 + light.attenuation * pow(distanceToLight, 2));
//linear color (color before gamma correction)
vec3 linearColor = ambient + attenuation*(diffuse + specular);
//final color (after gamma correction)
vec3 gamma = vec3(1.0/2.2);
finalColor = vec4(pow(linearColor, gamma), surfaceColor.a);
}
The result is better but now the lighting is calculated wrong O.O
//OLD I have tried with a blank color texture and a correct normal map texture and the result is this: The normal map is calculated correctly but... these lines are not so cool to see :-(
Any idea of what is the cause? thank you everyone for the help =D
normalMap.g = 1.0-normalMap.g;
also why are you multiplying your vertexCoord in the frag shader (for each pixel) while nor matrix nor vertexPos change per fragment? – j-p