Normal is now mapped correctly but the light's position is in the wrong
position
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b1c966b47d
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2 changed files with 13 additions and 25 deletions
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@ -27,37 +27,25 @@ void main(void)
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{
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// Calculate Normal Map stuff
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// Real space triangle
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vec3 p1 = gl_in[0].gl_Position.xyz;
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vec3 p2 = gl_in[1].gl_Position.xyz;
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vec3 p3 = gl_in[2].gl_Position.xyz;
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// Edges of the triangle
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vec3 edge0 = gl_in[1].gl_Position.xyz - gl_in[0].gl_Position.xyz;
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vec3 edge1 = gl_in[2].gl_Position.xyz - gl_in[0].gl_Position.xyz;
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// Lengths of UV differences
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vec2 deltaUV0 = gtexCoord[1] - gtexCoord[0];
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vec2 deltaUV1 = gtexCoord[2] - gtexCoord[0];
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// Normal texture space triangle
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vec2 uv1 = gtexCoord[0];
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vec2 uv2 = gtexCoord[1];
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vec2 uv3 = gtexCoord[2];
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// one over the determinant
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float invDet = 1.0f / (deltaUV0.x * deltaUV1.y - deltaUV1.x * deltaUV0.y);
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// Calculate edge translation vectors duv stands for delta uv
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vec3 edge1 = p2 - p1;
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vec3 edge2 = p3 - p1;
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vec2 duv1 = uv2 - uv1;
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vec2 duv2 = uv3 - uv1;
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// Calculation of tangents and bi tangents
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// [ddTxBxTyByTzBz]=1ΔU1ΔV2−ΔU2ΔV1[ΔV2−ΔU2−ΔV1ΔU1][E1xE2xE1yE2yE1zE2z]
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// https://learnopengl.com/Advanced-Lighting/Normal-Mapping
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float invDet = 1.0 / (duv1.x * duv2.y - duv2.x * duv1.y);
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vec3 tangent = vec3 (invDet * (duv2.y * edge1 - duv1.y * edge2));
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vec3 bitangent = vec3 (invDet * (-duv2.x * edge1 - duv1.x * edge2));
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vec3 tangent = vec3(invDet * (deltaUV1.y * edge0 - deltaUV0.y * edge1));
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vec3 bitangent = vec3(invDet * (-deltaUV1.x * edge0 + deltaUV0.x * edge1));
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//Calculate TBN
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//mat3 normalMatrix = transpose(inverse(mat3(Model)));
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vec3 T = normalize(vec3(Model * vec4(tangent, 0.0f)));
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vec3 B = normalize(vec3(Model * vec4(bitangent, 0.0f)));
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vec3 N = normalize(vec3(Model * vec4(cross(edge2, edge1), 0.0f)));
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vec3 N = normalize(vec3(Model * vec4(cross(edge1, edge0), 0.0f)));
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mat3 TBN = transpose(mat3(T, B, N));
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gs_out.TBN = TBN;
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@ -155,8 +155,8 @@ void main()
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float ao = texture(texture_rma1, texCoord).b;
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//FragColor = vec4(PBR(albedo, roughness, metallic, ao), 1.0);
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FragColor = vec4(PBR(albedo, roughness, metallic, ao) + normalMapNormal(), 1.0);
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//FragColor = vec4(PBR(albedo, roughness, metallic, ao) + normalMapNormal(), 1.0);
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//FragColor = vec4(normalMapNormal(), 1.0);
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//FragColor = vec4(vec3(0.5) + normalMapNormal(), 1.0);
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FragColor = vec4(vec3(0.1) + normalMapNormal()*5, 1.0);
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//FragColor = vec4(vec3(0.5), 1.0);
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}
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