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Diffuse Lighting, GLSL.


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#1 Slushy   Members   -  Reputation: 168

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Posted 26 October 2013 - 07:33 AM

Hello, im back again with another question. So I've been working on diffuse lighting for a couple of days now and I can't seem to get it working properly. I get the feeling that there is something messed up with my direction/position Vector of the light. But I can't seem to figure out what. Either way, here are my shaders:

VertexShader.glsl

#version 330

uniform mat4 perspectiveMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;

layout(location = 0) in vec3 in_Position;
layout(location = 1) in vec2 in_TextureCoord;
layout(location = 2) in vec3 in_Normal;

out vec2 frag_TextureCoord;
out vec3 normal;

void main(void){
	gl_Position = perspectiveMatrix * viewMatrix * modelMatrix * vec4(in_Position, 1.0);
	
	normal = mat3(modelMatrix) * in_Normal;
	normal = normalize(normal);
    
	frag_TextureCoord = in_TextureCoord;
}

FragmentShader.glsl

#version 330

uniform sampler2D texture_diffuse;

uniform vec3 lightPosition;
uniform vec3 lightColor;
uniform float lightPower;

in vec2 frag_TextureCoord;
in vec3 normal;

out vec3 out_Color;

void main(void){
	float lightIntensity;
	vec3 lightDir;
	
	lightDir = -lightPosition;
	lightIntensity = clamp(dot(normal, lightDir), 0.0f, 1.0f);
	
	out_Color = clamp((lightColor * lightIntensity), 0.0f, 1.0f);
	out_Color = out_Color * texture(texture_diffuse, frag_TextureCoord).rgb;
}

My position/direction vector that I send to my fragment shader in the uniform is: 0, -1, 0

and what I get is this:

GcNZPLM.png



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#2 Slushy   Members   -  Reputation: 168

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Posted 29 October 2013 - 10:20 AM

I solved it, it's kinda embarassing. I had the offset wrong in my interleaved vbo. It gathered the wrong normals and that messed it up.






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