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#ActualKaiserJohan

Posted 29 March 2013 - 04:02 PM

Hello,

 

I have the vertex shader like this:

 

const std::string gVertexShader =	"#version 330								                            \n	\
                                                                                                                \n  \
                                        layout(std140) uniform DefaultUniform                                   \n  \
                                        {                                                                       \n  \
                                            vec4 Color;                                                         \n  \
                                            mat4 WVPMatrix;                                                     \n  \
                                            mat4 WorldMatrix;                                                   \n  \
                                                                                                                \n  \
                                            vec4  AmbientLight;                                                 \n  \
                                            vec4  LightIntensity;                                               \n  \
                                            vec3  LightPosition;                                                \n  \
                                            float LightAttenuation;                                             \n  \
                                        };                                                                      \n  \
                                                                                                                \n	\
                                        layout(location = 0) in vec3 vert_position;				                \n	\
                                        layout(location = 1) in vec3 vert_normal;					            \n	\
                                                                                                                \n	\
                                        out vec4 frag_color;                                                    \n	\
                                        out vec4 frag_position;                                                 \n	\
                                        out vec4 frag_normal;                                                   \n	\
                                                                                                                \n	\
                                        out vec4  frag_ambientLight;                                            \n	\
                                        out vec4  frag_lightIntensity;                                          \n	\
                                        out vec4  frag_lightPosition;                                           \n	\
                                        out float frag_lightAttenuation;                                        \n	\
                                                                                                                \n	\
                                        void main()									                            \n	\
                                        {											                            \n	\
                                            gl_Position = WVPMatrix * vec4(vert_position, 1.0);                 \n  \
                                                                                                                \n  \
                                            frag_color    = Color;                                              \n  \
                                            frag_position = WorldMatrix * vec4(vert_position, 1.0);             \n  \
                                            frag_normal   = normalize(WorldMatrix * vec4(vert_normal, 1.0));    \n  \
                                                                                                                \n  \
                                            frag_ambientLight     = AmbientLight;                               \n  \
                                            frag_lightIntensity   = LightIntensity;                             \n  \
                                            frag_lightPosition    = vec4(LightPosition, 1.0);                   \n  \
                                            frag_lightAttenuation = LightAttenuation;                           \n  \
                                        }											                            \n";

 

 

I have a fragment shader defined like this:

 

const std::string gFragmentShader =	"#version 330									                                            \n \
                                                                                                                                    \n \
                                        in vec4 frag_color;                                                                         \n \
                                        in vec4 frag_position;                                                                      \n \
                                        in vec4 frag_normal;                                                                        \n \
                                                                                                                                    \n \
                                        in vec4  frag_ambientLight;                                                                 \n \
                                        in vec4  frag_lightIntensity;                                                               \n \
                                        in vec4  frag_lightPosition;                                                                \n \
                                        in float frag_lightAttenuation;                                                             \n \
                                                                                                                                    \n \
                                        out vec4 finalColor;						                                                \n \
                                                                                                                                    \n \
                                        vec4 CalcLightIntensity()                                                                   \n \
                                        {                                                                                           \n \
                                            vec4 positionDiff = frag_lightPosition - frag_position;                                 \n \
                                                                                                                                    \n \
                                            return frag_lightIntensity * (1 / (1.0 + frag_lightAttenuation * abs(positionDiff)));   \n \
                                        }                                                                                           \n \
                                                                                                                                    \n \
                                                                                                                                    \n \
                                        void main()										                                            \n \
                                        {												                                            \n \
                                            vec4 attenIntensity = CalcLightIntensity();                                             \n \
                                                                                                                                    \n \
                                            vec4 lightDir      = normalize(frag_position - frag_lightPosition);                     \n \
                                            float angIncidence = dot(frag_normal, lightDir);                                        \n \
                                            angIncidence       = clamp(angIncidence, 0, 1);                                         \n \
                                                                                                                                    \n \
                                            finalColor = (frag_color * attenIntensity * angIncidence) +                             \n \
                                                         (frag_color * frag_ambientLight);                                          \n \
                                        }												                                            \n";

 

I have a single positional light, and I want to apply light attenuation so the intensity fades over distance. But, for some reason, the attenuation does not work at all - the light does not decrease on distance. Can someone spot what the problem is? I'm pulling my hair out trying to debug it


#2KaiserJohan

Posted 29 March 2013 - 04:02 PM

Hello,

 

I have the vertex shader like this:

 

const std::string gVertexShader =	"#version 330								                            \n	\
                                                                                                                \n  \
                                        layout(std140) uniform DefaultUniform                                   \n  \
                                        {                                                                       \n  \
                                            vec4 Color;                                                         \n  \
                                            mat4 WVPMatrix;                                                     \n  \
                                            mat4 WorldMatrix;                                                   \n  \
                                                                                                                \n  \
                                            vec4  AmbientLight;                                                 \n  \
                                            vec4  LightIntensity;                                               \n  \
                                            vec3  LightPosition;                                                \n  \
                                            float LightAttenuation;                                             \n  \
                                        };                                                                      \n  \
                                                                                                                \n	\
                                        layout(location = 0) in vec3 vert_position;				                \n	\
                                        layout(location = 1) in vec3 vert_normal;					            \n	\
                                                                                                                \n	\
                                        out vec4 frag_color;                                                    \n	\
                                        out vec4 frag_position;                                                 \n	\
                                        out vec4 frag_normal;                                                   \n	\
                                                                                                                \n	\
                                        out vec4  frag_ambientLight;                                            \n	\
                                        out vec4  frag_lightIntensity;                                          \n	\
                                        out vec4  frag_lightPosition;                                           \n	\
                                        out float frag_lightAttenuation;                                        \n	\
                                                                                                                \n	\
                                        void main()									                            \n	\
                                        {											                            \n	\
                                            gl_Position = WVPMatrix * vec4(vert_position, 1.0);                 \n  \
                                                                                                                \n  \
                                            frag_color    = Color;                                              \n  \
                                            frag_position = WorldMatrix * vec4(vert_position, 1.0);             \n  \
                                            frag_normal   = normalize(WorldMatrix * vec4(vert_normal, 1.0));    \n  \
                                                                                                                \n  \
                                            frag_ambientLight     = AmbientLight;                               \n  \
                                            frag_lightIntensity   = LightIntensity;                             \n  \
                                            frag_lightPosition    = vec4(LightPosition, 1.0);                   \n  \
                                            frag_lightAttenuation = LightAttenuation;                           \n  \
                                        }											                            \n";

 

 

I have a fragment shader defined like this:

 

const std::string gFragmentShader =	"#version 330									                                            \n \
                                                                                                                                    \n \
                                        in vec4 frag_color;                                                                         \n \
                                        in vec4 frag_position;                                                                      \n \
                                        in vec4 frag_normal;                                                                        \n \
                                                                                                                                    \n \
                                        in vec4  frag_ambientLight;                                                                 \n \
                                        in vec4  frag_lightIntensity;                                                               \n \
                                        in vec4  frag_lightPosition;                                                                \n \
                                        in float frag_lightAttenuation;                                                             \n \
                                                                                                                                    \n \
                                        out vec4 finalColor;						                                                \n \
                                                                                                                                    \n \
                                        vec4 CalcLightIntensity()                                                                   \n \
                                        {                                                                                           \n \
                                            vec4 positionDiff = frag_lightPosition - frag_position;                                 \n \
                                                                                                                                    \n \
                                            return frag_lightIntensity * (1 / (1.0 + frag_lightAttenuation * abs(positionDiff)));   \n \
                                        }                                                                                           \n \
                                                                                                                                    \n \
                                                                                                                                    \n \
                                        void main()										                                            \n \
                                        {												                                            \n \
                                            vec4 attenIntensity = CalcLightIntensity();                                             \n \
                                                                                                                                    \n \
                                            vec4 lightDir      = normalize(frag_position - frag_lightPosition);                     \n \
                                            float angIncidence = dot(frag_normal, lightDir);                                        \n \
                                            angIncidence       = clamp(angIncidence, 0, 1);                                         \n \
                                                                                                                                    \n \
                                            finalColor = (frag_color * attenIntensity * angIncidence) +                             \n \
                                                         (frag_color * frag_ambientLight);                                          \n \
                                        }												                                            \n";

 

I have a single positional light, and I want to apply light attenuation so the intensity fades over distance. But, for some reason, the attenuation does not work at all - the light does not decrease on distance. Can someone spot what the problem is?


#1KaiserJohan

Posted 29 March 2013 - 04:00 PM

Hello,

 

 

I have the vertex shader like this:

 

const std::string gVertexShader =	"#version 330								                            \n	\
                                                                                                                \n  \
                                        layout(std140) uniform DefaultUniform                                   \n  \
                                        {                                                                       \n  \
                                            vec4 Color;                                                         \n  \
                                            mat4 WVPMatrix;                                                     \n  \
                                            mat4 WorldMatrix;                                                   \n  \
                                                                                                                \n  \
                                            vec4  AmbientLight;                                                 \n  \
                                            vec4  LightIntensity;                                               \n  \
                                            vec3  LightPosition;                                                \n  \
                                            float LightAttenuation;                                             \n  \
                                        };                                                                      \n  \
                                                                                                                \n	\
                                        layout(location = 0) in vec3 vert_position;				                \n	\
                                        layout(location = 1) in vec3 vert_normal;					            \n	\
                                                                                                                \n	\
                                        out vec4 frag_color;                                                    \n	\
                                        out vec4 frag_position;                                                 \n	\
                                        out vec4 frag_normal;                                                   \n	\
                                                                                                                \n	\
                                        out vec4  frag_ambientLight;                                            \n	\
                                        out vec4  frag_lightIntensity;                                          \n	\
                                        out vec4  frag_lightPosition;                                           \n	\
                                        out float frag_lightAttenuation;                                        \n	\
                                                                                                                \n	\
                                        void main()									                            \n	\
                                        {											                            \n	\
                                            gl_Position = WVPMatrix * vec4(vert_position, 1.0);                 \n  \
                                                                                                                \n  \
                                            frag_color    = Color;                                              \n  \
                                            frag_position = WorldMatrix * vec4(vert_position, 1.0);             \n  \
                                            frag_normal   = normalize(WorldMatrix * vec4(vert_normal, 1.0));    \n  \
                                                                                                                \n  \
                                            frag_ambientLight     = AmbientLight;                               \n  \
                                            frag_lightIntensity   = LightIntensity;                             \n  \
                                            frag_lightPosition    = vec4(LightPosition, 1.0);                   \n  \
                                            frag_lightAttenuation = LightAttenuation;                           \n  \
                                        }											                            \n";

 

 

 

 

I have a fragment shader defined like this:

 

const std::string gFragmentShader =	"#version 330									                                            \n \
                                                                                                                                    \n \
                                        in vec4 frag_color;                                                                         \n \
                                        in vec4 frag_position;                                                                      \n \
                                        in vec4 frag_normal;                                                                        \n \
                                                                                                                                    \n \
                                        in vec4  frag_ambientLight;                                                                 \n \
                                        in vec4  frag_lightIntensity;                                                               \n \
                                        in vec4  frag_lightPosition;                                                                \n \
                                        in float frag_lightAttenuation;                                                             \n \
                                                                                                                                    \n \
                                        out vec4 finalColor;						                                                \n \
                                                                                                                                    \n \
                                        vec4 CalcLightIntensity()                                                                   \n \
                                        {                                                                                           \n \
                                            vec4 positionDiff = frag_lightPosition - frag_position;                                 \n \
                                                                                                                                    \n \
                                            return frag_lightIntensity * (1 / (1.0 + frag_lightAttenuation * abs(positionDiff)));   \n \
                                        }                                                                                           \n \
                                                                                                                                    \n \
                                                                                                                                    \n \
                                        void main()										                                            \n \
                                        {												                                            \n \
                                            vec4 attenIntensity = CalcLightIntensity();                                             \n \
                                                                                                                                    \n \
                                            vec4 lightDir      = normalize(frag_position - frag_lightPosition);                     \n \
                                            float angIncidence = dot(frag_normal, lightDir);                                        \n \
                                            angIncidence       = clamp(angIncidence, 0, 1);                                         \n \
                                                                                                                                    \n \
                                            finalColor = (frag_color * attenIntensity * angIncidence) +                             \n \
                                                         (frag_color * frag_ambientLight);                                          \n \
                                        }												                                            \n";

 

I have a single positional light, and I want to apply light attenuation so the intensity fades over distance. But, for some reason, the attenuation does not work at all - the light does not decrease on distance. Can someone spot what the problem is?

 


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