I have created an application in OpenGL that uses a Vertex Shader, Geometry Shader, and Fragment Shader.
I have a uniform variable, eyePositionWorld
that I would like to use both in the Geometry Shader and the Fragment Shader.
(I am rendering the position of the verticies compared to the eyePositionWorld
as the color)
Vertex Shader
#version 430
in vec4 vertexPositionModel;
in vec3 vertexColor;
in vec3 vertexNormalModel;
in mat4 modelMatrix;
uniform mat4 viewMatrix;//World To View
uniform mat4 projectionMatrix;//View to Projection
struct fData
{
vec3 fragColor;
vec3 fragPositionWorld;
vec3 fragNormalWorld;
};
out fData geomData;
void main()
{
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vertexPositionModel;
geomData.fragColor = vertexColor;
geomData.fragPositionWorld = (modelMatrix * vertexPositionModel).xyz;
geomData.fragNormalWorld = (modelMatrix * vec4(vertexNormalModel, 0.0)).xyz;
}
Geometry Shader
#version 430
layout(triangles_adjacency) in;
layout(triangle_strip, max_vertices=3) out;
struct fData
{
vec3 fragColor;
vec3 fragPositionWorld;
vec3 fragNormalWorld;
};
uniform vec3 eyePositionWorldGeomShader;
in fData geomData[];
out fData fragData;
void main() {
gl_Position = gl_in[0].gl_Position;
fragData = geomData[0];
fragData.fragColor = gl_in[0].gl_Position.xyz - eyePositionWorldGeomShader;
EmitVertex();
gl_Position = gl_in[2].gl_Position;
fragData = geomData[2];
fragData.fragColor = gl_in[2].gl_Position.xyz - eyePositionWorldGeomShader;
EmitVertex();
gl_Position = gl_in[4].gl_Position;
fragData = geomData[4];
fragData.fragColor = gl_in[4].gl_Position.xyz - eyePositionWorldGeomShader;
EmitVertex();
EndPrimitive();
}
Fragment Shader
#version 430
struct fData
{
vec3 fragColor;
vec3 fragPositionWorld;
vec3 fragNormalWorld;
};
in fData fragData;
uniform vec4 ambientLight;
uniform vec3 lightPositionWorld;
uniform vec3 eyePositionWorld;
uniform bool isLighted;
out vec4 color;
void main()
{
if (!isLighted)
{
color = vec4(fragData.fragColor, 1.0);
}
else
{
vec3 lightVectorWorld = normalize(lightPositionWorld - fragData.fragPositionWorld);
float brightness = clamp(dot(lightVectorWorld, normalize(fragData.fragNormalWorld)), 0.0, 1.0);
vec4 diffuseLight = vec4(brightness, brightness, brightness, 1.0);
vec3 reflectedLightVectorWorld = reflect(-lightVectorWorld, fragData.fragNormalWorld);
vec3 eyeVectorWorld = normalize(eyePositionWorld - fragData.fragPositionWorld);
float specularity = pow(clamp(dot(reflectedLightVectorWorld, eyeVectorWorld), 0.0, 1.0), 40) * 0.5;
vec4 specularLight = vec4(specularity, specularity, specularity, 1.0);
//Maximum Distance of All Lights
float maxDist = 55.0;
float attenuation = clamp((maxDist - length(lightPositionWorld - fragData.fragPositionWorld)) / maxDist, 0.0, 1.0);
color = (ambientLight + (diffuseLight + specularLight) * attenuation) * vec4(fragData.fragColor, 1.0);
}
}
C++ Code (the m_eyePositionUL
and m_eyePositionGeomShaderUL
are both just loaded with glGetUniformLocation
)
glUniform3fv(m_eyePositionUL, 1, &m_camera.getPosition()[0]);
glUniform3fv(m_eyePositionGeomShaderUL, 1, &m_camera.getPosition()[0]);
How can I only upload one uniform to OpenGL and use it in both the Geometry Shader and Vertex Shader?