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JOGL 2 - BumpMap with Shader

Posted by greatdonking on Nov 12, 2012; 3:32pm
URL: https://forum.jogamp.org/JOGL-2-BumpMap-with-Shader-tp4026889.html

Hi,
I have implemented with success with success the BumpMap Dot3 with vertex, calculating TBN with CPU...

Now I'm trying to implement the bumpMap effect with Shader. I have weird results.
Looks like I displayed only normalMap...

Here is my Vertex Shader:
varying vec3 LightDir;
varying vec3 EyeDir;

uniform vec3 LightPosition;

attribute vec3 Tangent;

void main()
{
    EyeDir         = vec3(gl_ModelViewMatrix * gl_Vertex);
    gl_Position    = ftransform();
    gl_TexCoord[0] = gl_MultiTexCoord0;

    vec3 n = normalize(gl_NormalMatrix * gl_Normal);
    vec3 t = normalize(gl_NormalMatrix * Tangent);
    vec3 b = cross(n, t);

    vec3 v;
    v.x = dot(LightPosition, t);
    v.y = dot(LightPosition, b);
    v.z = dot(LightPosition, n);
    LightDir = normalize(v);

    v.x = dot(EyeDir, t);
    v.y = dot(EyeDir, b);
    v.z = dot(EyeDir, n);
    EyeDir = normalize(v);
}

 My Fragment Shader
varying vec3 LightDir;
varying vec3 EyeDir;

uniform vec3 SurfaceColor;     // = (0.7, 0.6, 0.18)
uniform float BumpDensity;     // = 16.0

uniform float BumpSize;        // = 0.15
uniform float SpecularFactor;  // = 0.5

void main()
{
    vec3 litColor;
    vec2 c = BumpDensity * gl_TexCoord[0].st;
    vec2 p = fract(c) - vec2(0.5);

    float d, f;
    d = p.x * p.x + p.y * p.y;
    f = 1.0 / sqrt(d + 1.0);

    if (d >= BumpSize)
        { p = vec2(0.0); f = 1.0; }

    vec3 normDelta = vec3(p.x, p.y, 1.0) * f;
    litColor = SurfaceColor * max(dot(normDelta, LightDir), 0.0);
    vec3 reflectDir = reflect(LightDir, normDelta);

    float spec = max(dot(EyeDir, reflectDir), 0.0);
    spec = pow(spec, 6.0)
    spec *= SpecularFactor;
    litColor = min(litColor + spec, vec3(1.0));

    gl_FragColor = vec4(litColor, 1.0);
}

When I draw my scene :
1 - enable shader
2 - bind the texture
3 - bind the normalMap
4 - glUniform1i(texture_location, 0)
5 - glUniform1i(normalMap_location, 1)
6 - draw my VBO
7 - disable shader

Any ideas where I'm wrong ?