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I'm trying to write a leather material shader. I have a normal map, bump map (grayscaled), specular map, diffuse map, cube maps.

I have done the following


 

#version 100

precision highp int;
precision highp float;

uniform sampler2D diffuseColorMap;
uniform sampler2D ambientOcclusionMap;
uniform sampler2D normalMap;
uniform sampler2D specularMap;
uniform sampler2D bumpMap;
uniform samplerCube envMap;


varying vec2 texCoord[2];
varying vec3 viewWorld;
uniform float reflectionFactor;
uniform float diffuseFactor;
uniform float opacity;
varying vec3 eyeVector;
varying mat3 world2Tangent;
varying vec3 lightVec;
varying vec3 halfVec;
varying vec3 eyeVec;

void main()
{
  vec3 normalTangent = 2.0 * texture2D (normalMap, texCoord[0]).rgb - 1.0;
  
    vec4 x_forw = texture2D( bumpMap, texCoord[0]+vec2(1.0/2048.0, 0.0));

    vec4 x_back = texture2D( bumpMap, texCoord[0]-vec2(1.0/2048.0, 0.0));

    vec4 y_forw = texture2D( bumpMap, texCoord[0]+vec2(0.0, 1.0/2048.0));

    vec4 y_back = texture2D( bumpMap, texCoord[0]-vec2(0.0, 1.0/2048.0));

    vec3 tangX = vec3(1.0, 0.0, 3.0*(x_forw.x-x_back.x));

    vec3 tangY = vec3(0.0, 1.0, 3.0*(y_forw.x-y_back.x));

    vec3 heightNormal = normalize(cross(tangX, tangY));

    heightNormal = heightNormal*0.5 + 0.5;
     
     float bumpAngle = max(0.0, dot(vec3(0.0,0.0,1.0),heightNormal ));
 
    vec3 normalWorld = normalize(world2Tangent *heightNormal);
     vec3 refDir = viewWorld - 2.0 * dot(viewWorld,normalWorld) * normalWorld;
    // compute diffuse lighting
       


        vec4 diffuseMaterial = texture2D (diffuseColorMap, texCoord[0]);
        vec4 diffuseLight  =  vec4(1.0,1.0,1.0,1.0);
        
        // In doom3, specular value comes from a texture 
         vec4 specularMaterial =  texture2D (specularMap, texCoord[0])  ;
        vec4 specularLight = vec4(1.0,1.0,1.0,1.0);
        float shininess = pow (max (dot (halfVec,heightNormal), 0.0), 2.0)  ;
        vec4 reflection = textureCube(envMap, refDir);

        //gl_FragColor=diffuseMaterial * diffuseLight * lamberFactor ;
        //gl_FragColor+=specularMaterial * specularLight * shininess ;    
    //gl_FragColor+= reflection*0.3;
    gl_FragColor = diffuseMaterial*bumpAngle ;
 }

 

My question is how would I use the bump map (Grayscale) to the result of the reflection or what's wrong in my shader ?

 

 

 

2018-02-12 (1).png

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      hi all,
      how to implement this type of effect ? 
      Also what is this effect called? this is considered volumetric lighting?
      what are the options of doing this? 
      a. billboard? but i want this to have the 3D effect that when we rotate the camera we can still have that 3d feel.
      b. a transparent 3d mesh? and we can animate it as well?
      need your expert advise.
       
      additional:
      2. how to implement things like fireball projectile (shot from a monster) (billboard texture or a 3d mesh)?
       
      Note: im using OpenGL ES 2.0 on mobile. 
       
      thanks!
    • By Psychopathetica
      Hey guys. Wow it's been super long since I been here.
       
      Anyways, I'm having trouble with my 2D OrthoM matrix setup for phones / tablets. Basically I wan't my coordinates to start at the top left of the screen. I also want my polygons to remain squared regardless if you have it on portrait or landscape orientation. At the same time, if I translate the polygon to the middle of the screen, I want it to come to the middle regardless if I have it in portrait or landscape mode. So far I'm pretty close with this setup:
      private float aspectRatio; @Override public void onSurfaceChanged(GL10 glUnused, int width, int height) { Log.d("Result", "onSurfacedChanged()"); glViewport(0, 0, width, height); if (MainActivity.orientation == Configuration.ORIENTATION_PORTRAIT) { Log.d("Result", "onSurfacedChanged(PORTRAIT)"); aspectRatio = ((float) height / (float) width); orthoM(projectionMatrix, 0, 0f, 1f, aspectRatio, 0f, -1f, 1f); } else{ Log.d("Result", "onSurfacedChanged(LANDSCAPE)"); aspectRatio = ((float) width / (float) height); orthoM(projectionMatrix, 0, 0f, aspectRatio, 1f, 0f, -1f, 1f); } } When I translate the polygon using TranslateM( ) however, goes to the middle in portrait mode but in landscape, it only moved partially to the right, as though portrait mode was on some of the left of the screen. The only time I can get the translation to match is if in Landscape I move the aspectRatio variable in OrthoM( ) from the right arguement to the bottom arguement, and make right be 1f. Works but now the polygon is stretched after doing this. Do I just simply multiply the aspectRatio to the translation values only when its in Landscape mode to fix this or is there a better way?
      if (MainActivity.orientation == Configuration.ORIENTATION_PORTRAIT) { Matrix.translateM(modelMatrix, 0, 0.5f, 0.5f * aspectRatio, 0f); } else { Matrix.translateM(modelMatrix, 0, 0.5f * aspectRatio, 0.5f, 0f); } Thanks in advance.
       
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