According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image:
Image1
in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice:
normal vector = 0, 1, 0 (red lines on image)
tangent vector = 0, 0,-1 (green lines on image)
bitangent vector = -1, 0, 0 (blue lines on image)
here I have one question: The two identical vertices does need to have the same tangent and bitangent?
I have tried to make other values to the tangents but the effect was still similar.
Here are my shaders
Vertex shader:
#version 130
// Input vertex data, different for all executions of this shader.
in vec3 vertexPosition_modelspace;
in vec2 vertexUV;
in vec3 vertexNormal_modelspace;
in vec3 vertexTangent_modelspace;
in vec3 vertexBitangent_modelspace;
// Output data ; will be interpolated for each fragment.
out vec2 UV;
out vec3 Position_worldspace;
out vec3 EyeDirection_cameraspace;
out vec3 LightDirection_cameraspace;
out vec3 LightDirection_tangentspace;
out vec3 EyeDirection_tangentspace;
// Values that stay constant for the whole mesh.
uniform mat4 MVP;
uniform mat4 V;
uniform mat4 M;
uniform mat3 MV3x3;
uniform vec3 LightPosition_worldspace;
void main(){
// Output position of the vertex, in clip space : MVP * position
gl_Position = MVP * vec4(vertexPosition_modelspace,1);
// Position of the vertex, in worldspace : M * position
Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz;
// Vector that goes from the vertex to the camera, in camera space.
// In camera space, the camera is at the origin (0,0,0).
vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz;
EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace;
// Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity.
vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz;
LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace;
// UV of the vertex. No special space for this one.
UV = vertexUV;
// model to camera = ModelView
vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace;
vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace;
vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace;
mat3 TBN = transpose(mat3(
vertexTangent_cameraspace,
vertexBitangent_cameraspace,
vertexNormal_cameraspace
)); // You can use dot products instead of building this matrix and transposing it. See References for details.
LightDirection_tangentspace = TBN * LightDirection_cameraspace;
EyeDirection_tangentspace = TBN * EyeDirection_cameraspace;
}
Fragment shader:
#version 130
// Interpolated values from the vertex shaders
in vec2 UV;
in vec3 Position_worldspace;
in vec3 EyeDirection_cameraspace;
in vec3 LightDirection_cameraspace;
in vec3 LightDirection_tangentspace;
in vec3 EyeDirection_tangentspace;
// Ouput data
out vec3 color;
// Values that stay constant for the whole mesh.
uniform sampler2D DiffuseTextureSampler;
uniform sampler2D NormalTextureSampler;
uniform sampler2D SpecularTextureSampler;
uniform mat4 V;
uniform mat4 M;
uniform mat3 MV3x3;
uniform vec3 LightPosition_worldspace;
void main(){
// Light emission properties
// You probably want to put them as uniforms
vec3 LightColor = vec3(1,1,1);
float LightPower = 40.0;
// Material properties
vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb;
vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor;
//vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3;
vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5);
// Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality
vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0);
// Distance to the light
float distance = length( LightPosition_worldspace - Position_worldspace );
// Normal of the computed fragment, in camera space
vec3 n = TextureNormal_tangentspace;
// Direction of the light (from the fragment to the light)
vec3 l = normalize(LightDirection_tangentspace);
// Cosine of the angle between the normal and the light direction,
// clamped above 0
// - light is at the vertical of the triangle -> 1
// - light is perpendicular to the triangle -> 0
// - light is behind the triangle -> 0
float cosTheta = clamp( dot( n,l ), 0,1 );
// Eye vector (towards the camera)
vec3 E = normalize(EyeDirection_tangentspace);
// Direction in which the triangle reflects the light
vec3 R = reflect(-l,n);
// Cosine of the angle between the Eye vector and the Reflect vector,
// clamped to 0
// - Looking into the reflection -> 1
// - Looking elsewhere -> < 1
float cosAlpha = clamp( dot( E,R ), 0,1 );
color =
// Ambient : simulates indirect lighting
MaterialAmbientColor +
// Diffuse : "color" of the object
MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) +
// Specular : reflective highlight, like a mirror
MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance);
//color.xyz = E;
//color.xyz = LightDirection_tangentspace;
//color.xyz = EyeDirection_tangentspace;
}
I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation)
Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?