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View Full Version : Something wrong with space conversions



chandlerp
09-20-2011, 11:04 PM
Trying to implement a parallax shader, so I'm converting the camera, lighting, and position values to tangent space so they work well together. However something is off during the conversions as you can see from the two screenshots. First one is showing tsCameraPosition and the second is lightVector.

http://chandler.prallfamily.com/misc/tscameraposition.jpg
http://chandler.prallfamily.com/misc/lightvector.jpg

The upper-left side of the surfaces have a triangular section which is not getting the correct value. End result:

http://chandler.prallfamily.com/misc/texture.jpg

My shader code (this is in WebGL so things like input variable names are a tad different, but syntax, etc is the same):

Vertex Shader


attribute vec4 tangent;

varying vec2 vUv;
varying vec3 vPosition;

varying vec3 vNormal;
varying vec3 vTangent;
varying vec3 vBinormal;

void main( void ) {

vUv = uv;
vPosition = position;

gl_Position = projectionMatrix * modelViewMatrix * vec4(vPosition, 1.0);

// Find & normalize the plane's normal, tangent, and binormal vectors
vNormal = normalize( normal );
vTangent = normalize( tangent.xyz );
vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );

}


Fragment Shader


uniform vec3 LightSource;

uniform sampler2D base; // base texture
uniform sampler2D map; // normal map in rgb space, heightmap in alpha channel

uniform vec3 ambientColor; // color of ambient light
uniform vec3 diffuseColor; // color of diffuse lighting
uniform vec3 specularColor; // color of specular highlights
uniform float shininess; // how shiny the surface is
uniform vec2 scaleBias; // x = scale, y = bias

varying vec3 vPosition;
varying vec2 vUv;

varying vec3 vNormal;
varying vec3 vTangent;
varying vec3 vBinormal;

void main()
{

mat3 TBNMatrix = mat3(vTangent, vBinormal, vNormal);

vec3 tsPosition = vPosition * TBNMatrix;
vec3 tsCameraPosition = cameraPosition * TBNMatrix;
vec3 tsLightSource = LightSource * TBNMatrix;

// calculate the UV offset
float height = texture2D(map, vUv).a;
float v = height * scaleBias.r - scaleBias.g;

// normalize the camera's tangent space position
vec3 eye = normalize(tsCameraPosition);

vec2 newCoords = vUv + (eye.xy * v);

vec3 color = texture2D(base, newCoords).rgb; // default color
vec3 normal = texture2D(map, newCoords).rgb * 2.0 - 1.0;

// normalize the other tangent space vectors
vec3 viewVector = normalize(tsCameraPosition - tsPosition);
vec3 lightVector = normalize(tsLightSource - tsPosition);

// calculate lighting values
float nxDir = max(0.0, dot(normal, lightVector));

vec3 ambient = ambientColor * color;

float specularPower = 0.0;
if(nxDir != 0.0)
{
vec3 halfVector = normalize( lightVector + viewVector );
float nxHalf = max(0.0, dot(normal, halfVector));
specularPower = pow(nxHalf, shininess);
}
vec3 specular = specularColor * specularPower;

gl_FragColor = vec4(ambient + (diffuseColor * nxDir * color) + specular, 1.0);
//gl_FragColor = vec4(lightVector, 1.0);

}


This is what it looks like without converting things to tangent space.
http://chandler.prallfamily.com/misc/noconversions.jpg