I am trying to implement the reflection mapping in OpenGL ES 2.0 for 'sphere'. I have done the skybox. For sphere rendering, the reflection shaders i have used are:
Environment mapping (Sphere) vertex shader::
precision highp float;
uniform mat4 u_mvMatrix; // ModelView Matrix
uniform mat4 u_mvpMatrix; // ModelViewProjection Matrix
attribute vec4 a_position;
attribute vec3 a_envmapNormal;
varying vec3 v_eyecoordEyeReflection;
vec3 v_eyecoordPosition;
vec3 v_eyecoordNormal;
void main()
{
// position and normal in model coordinates
vec4 modelCoordPosition = a_position;
vec3 modelCoordNormal = a_envmapNormal;
// Calculate position in eye space
v_eyecoordPosition = vec3(u_mvMatrix * modelCoordPosition);
// Calculate and normalize eye space normal
vec3 eyecoordNormal = vec3(u_mvMatrix * vec4(modelCoordNormal, 0.0));
v_eyecoordNormal = normalize(eyecoordNormal);
// Calculate reflection vector
v_eyecoordEyeReflection = reflect(v_eyecoordPosition, v_eyecoordNormal);
gl_Position = u_mvpMatrix * a_position;
}
Environment mapping (Sphere) Fragment shader
precision highp float;
uniform lowp samplerCube baseCubeMapTexture;
varying vec3 v_eyecoordEyeReflection;
void main()
{
gl_FragColor = textureCube(baseCubeMapTexture, v_eyecoordEyeReflection);
}
But i am not getting correct output. When the sphere is rotated, the texture is not changing.
what is the error in the shader?
Thanks Andon... I used your shader code. But i am getting white sphere.
Sphere Normals are calculated using:
#define ANGLE_STEP ((2.0f * OGLES_PI) / ((float) NUM_OF_SLICES))
for ( iCnti = 0; iCnti < NUM_OF_PARALLELS + 1; iCnti++ ) {
for ( iCntj = 0; iCntj < NUM_OF_SLICES + 1; iCntj++ ) {
pSphereNormals[iNormalIndex + 0] = sin(ANGLE_STEP * (FLOAT) iCnti )* sin (ANGLE_STEP *(FLOAT)iCntj);
pSphereNormals[iNormalIndex + 1] = cos(ANGLE_STEP * (FLOAT) iCnti );
pSphereNormals[iNormalIndex + 2] = sin(ANGLE_STEP * (FLOAT) iCnti )* cos (ANGLE_STEP *(FLOAT)iCntj);
iNormalIndex += 3;
}
}
My View Matrix "matViewMatrix" is derived from (http://www.learnopengles.com/tag/linmath-h/ mat4x4_look_at()) MyCameraLookAt(matViewMatrix, 0.0f , 0.0f, -2.0f, 0.0f , 0.0f, -1.0f, 0.0f , 1.0f, 0.0f);
The Inverse matrix InvViewMat is // inverse() function is taken from http://www.opensource.apple.com/source/WebCore/WebCore-514/platform/graphics/transforms/TransformationMatrix.cpp
InvViewMat[0][0] = -1.000000 InvViewMat[1][0] = -0.000000 InvViewMat[2][0] = 0.000000 InvViewMat[3][0] = -0.000000
InvViewMat[0][1] = -0.000000 InvViewMat[1][1] = 1.000000 InvViewMat[2][1] = -0.000000 InvViewMat[3][1] = -0.000000
InvViewMat[0][2] = 0.000000 InvViewMat[1][2] = -0.000000 InvViewMat[2][2] = -1.000000 InvViewMat[3][2] = -2.000000
InvViewMat[0][3] = -0.000000 InvViewMat[1][3] = 0.000000 InvViewMat[2][3] = 0.000000 InvViewMat[3][3] = 1.000000
Is there any problem with my matrix values or any of my calculations?