I try to implement normal mapping using LibGDX. So I got some positive results when I calculate diffuse and specular color in vertex shader (at least I think so).
Vertex shader:
attribute vec4 a_position;
attribute vec2 a_texCoord0;
attribute vec3 a_normal;
varying vec2 v_texCoord;
varying float v_diffuse;
varying vec3 v_specular;
varying vec3 v_lightVec;
uniform mat4 u_worldTrans;
uniform mat4 u_projTrans;
uniform mat4 u_matViewInverseTranspose;
uniform mat4 u_matModelView;
const vec3 lightVector = vec3(0.0,0.0,-1.0);
void main()
{
// Output the unmodified vertex position.
gl_Position = u_projTrans * u_worldTrans * a_position;
mat3 normalMatrix = mat3(u_matViewInverseTranspose);
// compute the transformed normal
vec3 n = normalize(normalMatrix * a_normal);
// compute the light vector pointing toward the sun, in model coordinates
// x,y compose the longitude and z the (seasonal) lattitude of the nadir point.
//vec3 lightVec = normalize(vec3(u_matViewInverseTranspose * vec4(u_lightVec, 1.0)));
vec3 lightVec = normalize(normalMatrix * lightVector);
// Calculate a diffuse light intensity
//v_diffuse = dot(lightVec, n);
v_diffuse = clamp(dot(n, lightVec), 0.0, 1.0);
vec4 ecPosition = u_matModelView * a_position;
// compute the reflection vector
vec3 reflectVec = reflect(-lightVec, n);
// compute a unit vector in direction of viewing position
vec3 viewVec = normalize(vec3(-ecPosition));
// Calculate specular light intensity, scale down and apply a tint.
float specIntensity = pow(max(dot(reflectVec, viewVec), 0.0), 8.0);
v_specular = specIntensity *
//gloss color
vec3(1.,.7,.3) *
//gloss intensity
.7;
v_texCoord.y = 1.-a_texCoord0.y;
v_texCoord.x = a_texCoord0.x;
vec3 lightDir = normalize(lightVector - u_matModelView * a_position);
vec3 tangent=a_tangent;
vec3 t = normalize(normalMatrix * tangent);
vec3 b = cross (n, t);
vec3 v;
v.x = dot (lightDir, t);
v.y = dot (lightDir, b);
v.z = dot (lightDir, n);
v_lightVec = normalize (v);
}
Fragment shader:
precision mediump float;
varying vec2 v_texCoord;
varying float v_diffuse;
varying vec3 v_specular;
varying vec3 v_lightVec;
uniform sampler2D u_texture;
uniform sampler2D u_normalMap;
void main()
{
vec3 ground = texture2D(u_texture, v_texCoord).rgb;
vec3 normal = normalize(2.0 * texture2D (u_normalMap, v_texCoord).rgb - 1.0);
float lamberFactor = max (dot (normal, v_lightVec), 0.0);
vec3 color = ( ground.rgb * v_diffuse * lamberFactor + v_specular);
gl_FragColor = vec4 (color, 1.0);
}
Result:
As you can see the result is rendered correctly. Specular spot behaves like from many examples. But I need to implement specular color in fragment shader to get more impressive picture. So I found example from here and now I'm trying to make it works.
Vertex shader:
attribute vec4 a_position;
attribute vec2 a_texCoord0;
attribute vec3 a_normal;
attribute vec3 a_tangent;
varying vec2 v_texCoord;
varying vec3 v_lightVec;
varying vec3 v_eyeVec; //Added
uniform mat4 u_worldTrans;
uniform mat4 u_projTrans;
uniform mat4 u_matViewInverseTranspose;
uniform mat4 u_matModelView;
const vec3 lightVector = vec3(0.0,0.0,-1.0);
void main()
{
// Output the unmodified vertex position.
gl_Position = u_projTrans * u_worldTrans * a_position;
mat3 normalMatrix = mat3(u_matViewInverseTranspose);
// compute the transformed normal
vec3 n = normalize(normalMatrix * a_normal);
v_texCoord.y = 1.-a_texCoord0.y;
v_texCoord.x = a_texCoord0.x;
vec3 lightDir = normalize(lightVector - u_matModelView * a_position);
vec3 tangent=a_tangent;
vec3 t = normalize(normalMatrix * tangent);
vec3 b = cross (n, t);
vec3 v;
v.x = dot (lightDir, t);
v.y = dot (lightDir, b);
v.z = dot (lightDir, n);
v_lightVec = normalize (v);
//Added
vec3 ecPosition = u_matModelView * a_position;
vec3 tmp = vec3(-ecPosition);
v_eyeVec.x = dot(tmp, t);
v_eyeVec.y = dot(tmp, b);
v_eyeVec.z = dot(tmp, n);
v_eyeVec = normalize (v_eyeVec);
}
Fragment shader:
precision mediump float;
varying vec2 v_texCoord;
varying vec3 v_lightVec;
varying vec3 v_eyeVec;
uniform sampler2D u_texture;
uniform sampler2D u_normalMap;
void main()
{
vec3 ground = texture2D(u_texture, v_texCoord).rgb;
vec3 normal = normalize(2.0 * texture2D (u_normalMap, v_texCoord).rgb - 1.0);
//Added
float distSqr = dot(v_lightVec, v_lightVec);
float att = clamp(1.0 - .25 * sqrt(distSqr), 0.0, 1.0);
vec3 lVec = v_lightVec * inversesqrt(distSqr);
vec3 vVec = normalize(v_eyeVec);
vec3 bump = normalize( texture2D(u_normalMap, v_texCoord).xyz * 2.0 - 1.0);
float diffuse = max( dot(lVec, bump), 0.0 );
vec3 specular = pow(clamp(dot(reflect(-lVec, bump), v_eyeVec), 0.0, 1.0), 8.0 ) *
//gloss color
vec3(1.,.7,.3) *
//gloss intensity
.7;
vec3 color = ( ground.rgb * diffuse + specular) * att;
gl_FragColor = vec4 (color, 1.0);
}
Result:
Specular spot is wrong. I thought it happens because of wrong matrix calculation. If it's true why do first couple of shaders work correctly?
How do I get model-view
matrix, normal
matrix and others in LibGDX?
viewInvTraMatrix.set(camera.view);
viewInvTraMatrix.mul(renderable.worldTransform);
//model-view matrix
program.setUniformMatrix("u_matModelView", viewInvTraMatrix);
viewInvTraMatrix.inv(); //inverse
viewInvTraMatrix.tra(); //transpose
//normal matrix
program.setUniformMatrix("u_matViewInverseTranspose", viewInvTraMatrix);
//other matrix
program.setUniformMatrix("u_worldTrans", renderable.worldTransform);
program.setUniformMatrix("u_projTrans", camera.combined);
So, my question is what is wrong in the last couple of shaders?