Normal is now mapped correctly but the light's position is in the wrong

position
This commit is contained in:
Warwick 2022-07-29 13:21:07 +01:00
parent b1c966b47d
commit 157adf0dfa
2 changed files with 13 additions and 25 deletions

View file

@ -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]=1ΔU1ΔV2ΔU2ΔV1[ΔV2ΔU2ΔV1ΔU1][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;

View file

@ -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);
}