【发布时间】:2015-07-20 09:08:12
【问题描述】:
我尝试创建一个 Open GL ES 法线贴图着色器。我使用的网格在 Blender 中工作正常,但我的着色器不行。我也尝试在另一个示例程序中使用网格。似乎它只对某些面孔有效。 这是着色器问题还是网格/切线问题?
副总裁
uniform mat4 worldViewProjMatrix;
uniform mat4 worldViewMatrix;
attribute vec4 vertex;
attribute vec3 normal;
attribute vec3 tangent;
attribute vec3 binormal;
attribute vec4 uv0;
varying vec3 v_Position;
varying vec3 v_Normal;
varying vec3 v_Tangent;
varying vec3 v_Binormal;
varying vec2 v_UV;
void main()
{
v_Position = (vec4(vertex.xyz, 1.0) * worldViewMatrix).xyz;
v_Normal = ((worldViewMatrix * vec4(normalize(normal), 0.0)).xyz);
v_Tangent = ((worldViewMatrix * vec4(normalize(tangent), 0.0)).xyz);
v_Binormal = ((worldViewMatrix * vec4(normalize(binormal), 0.0)).xyz);//normalize(cross(v_Normal, v_Tangent));
v_UV = uv0.st;
gl_Position = worldViewProjMatrix * vec4(vertex.xyz, 1.0);
}
FP
uniform vec4 lightPositionViewSpace;
uniform vec4 surfaceDiffuseColour;
uniform vec4 surfaceAmbientColour;
uniform sampler2D tex0;
varying vec3 v_Position;
varying vec3 v_Normal;
varying vec3 v_Tangent;
varying vec3 v_Binormal;
varying vec2 v_UV;
void main()
{
mat3 TBN = transpose(mat3(
v_Tangent,
v_Binormal,
v_Normal
));
vec3 lightVector = normalize(lightPositionViewSpace.xyz);//normalize(lightPositionViewSpace.xyz - v_Position);
lightVector = normalize(lightVector*TBN);
vec3 normal = normalize(texture2D(tex0, v_UV).rgb*2.0 - 1.0);
float diffuse = max(dot(normal, lightVector), 0.0);
gl_FragColor = surfaceDiffuseColour*diffuse+surfaceAmbientColour;
}
【问题讨论】:
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看这里:Normal mapping gone horribly wrong 一些提示
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我敢打赌,您的光矢量没有正确设置/计算/转换,而且最终的颜色组合也很可疑。我通常用 TBN 转换法线向量,而不是光向量……如果没有关于你的制服和坐标系的更多信息,很难回答……
标签: android opengl-es shader ogre glsles