diff --git a/data/shaders/geometry.glsl b/data/shaders/geometry.glsl index 44df27d..00c417a 100644 --- a/data/shaders/geometry.glsl +++ b/data/shaders/geometry.glsl @@ -27,37 +27,25 @@ void main(void) { // Calculate Normal Map stuff - // Real space triangle - vec3 p1 = gl_in[0].gl_Position.xyz; - vec3 p2 = gl_in[1].gl_Position.xyz; - vec3 p3 = gl_in[2].gl_Position.xyz; + // Edges of the triangle + vec3 edge0 = gl_in[1].gl_Position.xyz - gl_in[0].gl_Position.xyz; + vec3 edge1 = gl_in[2].gl_Position.xyz - gl_in[0].gl_Position.xyz; + // Lengths of UV differences + vec2 deltaUV0 = gtexCoord[1] - gtexCoord[0]; + vec2 deltaUV1 = gtexCoord[2] - gtexCoord[0]; - // Normal texture space triangle - vec2 uv1 = gtexCoord[0]; - vec2 uv2 = gtexCoord[1]; - vec2 uv3 = gtexCoord[2]; + // one over the determinant + float invDet = 1.0f / (deltaUV0.x * deltaUV1.y - deltaUV1.x * deltaUV0.y); - // Calculate edge translation vectors duv stands for delta uv - vec3 edge1 = p2 - p1; - vec3 edge2 = p3 - p1; - vec2 duv1 = uv2 - uv1; - vec2 duv2 = uv3 - uv1; - - // Calculation of tangents and bi tangents - // [ddTxBxTyByTzBz]=1ΔU1ΔV2−ΔU2ΔV1[ΔV2−ΔU2−ΔV1ΔU1][E1xE2xE1yE2yE1zE2z] - // https://learnopengl.com/Advanced-Lighting/Normal-Mapping - - float invDet = 1.0 / (duv1.x * duv2.y - duv2.x * duv1.y); - - vec3 tangent = vec3 (invDet * (duv2.y * edge1 - duv1.y * edge2)); - vec3 bitangent = vec3 (invDet * (-duv2.x * edge1 - duv1.x * edge2)); + vec3 tangent = vec3(invDet * (deltaUV1.y * edge0 - deltaUV0.y * edge1)); + vec3 bitangent = vec3(invDet * (-deltaUV1.x * edge0 + deltaUV0.x * edge1)); //Calculate TBN //mat3 normalMatrix = transpose(inverse(mat3(Model))); vec3 T = normalize(vec3(Model * vec4(tangent, 0.0f))); vec3 B = normalize(vec3(Model * vec4(bitangent, 0.0f))); - vec3 N = normalize(vec3(Model * vec4(cross(edge2, edge1), 0.0f))); + vec3 N = normalize(vec3(Model * vec4(cross(edge1, edge0), 0.0f))); mat3 TBN = transpose(mat3(T, B, N)); gs_out.TBN = TBN; diff --git a/data/shaders/pbrFragment.glsl b/data/shaders/pbrFragment.glsl index ffd14bb..2952df1 100644 --- a/data/shaders/pbrFragment.glsl +++ b/data/shaders/pbrFragment.glsl @@ -155,8 +155,8 @@ void main() float ao = texture(texture_rma1, texCoord).b; //FragColor = vec4(PBR(albedo, roughness, metallic, ao), 1.0); - FragColor = vec4(PBR(albedo, roughness, metallic, ao) + normalMapNormal(), 1.0); + //FragColor = vec4(PBR(albedo, roughness, metallic, ao) + normalMapNormal(), 1.0); //FragColor = vec4(normalMapNormal(), 1.0); - //FragColor = vec4(vec3(0.5) + normalMapNormal(), 1.0); + FragColor = vec4(vec3(0.1) + normalMapNormal()*5, 1.0); //FragColor = vec4(vec3(0.5), 1.0); }