fix bump example tangent lighting wrong

This commit is contained in:
junjie020 2018-12-29 17:29:49 +08:00
parent 9296a44f5e
commit c4aa82e2fa
3 changed files with 44 additions and 33 deletions

View File

@ -1,4 +1,4 @@
$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0 // in...
$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0// in...
/*
* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
@ -15,7 +15,8 @@ uniform vec4 u_lightRgbInnerR[4];
vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
float ndotl = dot(_normal, _lightDir);
vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
//vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
vec3 reflected = 2.0*ndotl*_normal - _lightDir;
float rdotv = dot(reflected, _viewDir);
return vec2(ndotl, rdotv);
}
@ -45,25 +46,31 @@ vec3 calcLight(int _idx, mat3 _tbn, vec3 _wpos, vec3 _normal, vec3 _view)
{
vec3 lp = u_lightPosRadius[_idx].xyz - _wpos;
float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w);
vec3 lightDir = mul(_tbn, normalize(lp) );
vec3 lightDir = mul( normalize(lp), _tbn );
vec2 bln = blinn(lightDir, _normal, _view);
vec4 lc = lit(bln.x, bln.y, 1.0);
vec3 rgb = u_lightRgbInnerR[_idx].xyz * saturate(lc.y) * attn;
return rgb;
}
mat3 mtx3FromCols(vec3 c0, vec3 c1, vec3 c2)
{
#ifdef BGFX_SHADER_LANGUAGE_GLSL
return mat3(c0, c1, c2);
#else
return transpose(mat3(c0, c1, c2));
#endif
}
void main()
{
mat3 tbn = mat3(
normalize(v_tangent),
normalize(v_bitangent),
normalize(v_normal)
);
mat3 tbn = mtx3FromCols(v_tangent, v_bitangent, v_normal);
vec3 normal;
normal.xy = texture2D(s_texNormal, v_texcoord0).xy * 2.0 - 1.0;
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) );
vec3 view = -normalize(v_view);
vec3 view = normalize(v_view);
vec3 lightColor;
lightColor = calcLight(0, tbn, v_wpos, normal, view);

View File

@ -8,30 +8,37 @@ $output v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
#include "../common/common.sh"
mat3 mtx3FromCols(vec3 c0, vec3 c1, vec3 c2)
{
#ifdef BGFX_SHADER_LANGUAGE_GLSL
return mat3(c0, c1, c2);
#else
return transpose(mat3(c0, c1, c2));
#endif
}
void main()
{
vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
v_wpos = wpos;
gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
vec4 normal = a_normal * 2.0 - 1.0;
vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz;
vec4 tangent = a_tangent * 2.0 - 1.0;
vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz;
vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz;
vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz);
vec3 viewTangent = normalize(mul(u_view, vec4(wtangent, 0.0) ).xyz);
vec3 viewBitangent = cross(viewNormal, viewTangent) * tangent.w;
mat3 tbn = mat3(viewTangent, viewBitangent, viewNormal);
v_normal = normalize(wnormal);
v_tangent = normalize(wtangent);
v_bitangent = cross(v_normal, v_tangent) * tangent.w;
v_wpos = wpos;
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
v_view = mul(view, tbn);
v_normal = viewNormal;
v_tangent = viewTangent;
v_bitangent = viewBitangent;
mat3 tbn = mtx3FromCols(v_tangent, v_bitangent, v_normal);
// eye position in world space
vec3 weyepos = mul(vec4(0.0, 0.0, 0.0, 1.0), u_view).xyz;
// tangent space view dir
v_view = mul(weyepos - wpos, tbn);
v_texcoord0 = a_texcoord0;
}

View File

@ -25,19 +25,16 @@ void main()
vec4 tangent = a_tangent * 2.0 - 1.0;
vec3 wtangent = instMul(model, vec4(tangent.xyz, 0.0) ).xyz;
vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz);
vec3 viewTangent = normalize(mul(u_view, vec4(wtangent, 0.0) ).xyz);
vec3 viewBitangent = cross(viewNormal, viewTangent) * tangent.w;
mat3 tbn = mat3(viewTangent, viewBitangent, viewNormal);
v_normal = wnormal;
v_tangent = wtangent;
v_bitangent = cross(v_normal, v_tangent) * tangent.w;
mat3 tbn = mat3(v_tangent, v_bitangent, v_normal);
v_wpos = wpos;
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
v_view = instMul(view, tbn);
v_normal = viewNormal;
v_tangent = viewTangent;
v_bitangent = viewBitangent;
vec3 weyepos = mul(vec4(0.0, 0.0, 0.0, 1.0), u_view).xyz;
v_view = instMul(weyepos - wpos, tbn);
v_texcoord0 = a_texcoord0;
}