help needed in deferred shading

i’m busy with creating an editor, recently i’ve switched to deferred shading as opposed of forward shading, everything is working so far i’ve set up my fbo’s and render a full screen quad. but i’m having difficulties to get the actual light working. I’ve uploaded the binary to this site :

http://home.hccnet.nl/pj.holverda/ (binary.rar)

there is a basic map included in the rar, which can be loaded.
the actual deffered pass is in data/glsl/deferred_light.frag/vert
can you guys please, modify this, to add a point light(and maybe a directional light ) at a specific location.

regards,

Paul

Your problem is too broad, try to narrow it down to the point where its a specific question and you’ll have more luck. Most people are unwilling (or unable) to download a random binary and work through large amounts of other peoples source.

okay i’m sorry:), but try to download it anyway, the editor is coming along nicely;)

here are the relevant shaders
//vert
varying vec4 view;
varying vec3 eyeLight;
varying vec2 texCoord;

void main(void)
{
gl_Position = ftransform();
view = (gl_ModelViewMatrix * gl_Vertex);
//eyeLight = (gl_ModelViewMatrix * vec4(0.0,0.0, 256.0, 1.0)).xyz;
texCoord = gl_MultiTexCoord0.xy;

}

//fragment
uniform sampler2D tex0; //diffusetex
uniform sampler2D tex1; //normaltex(in eye space)
uniform sampler2D tex2; //depth texture
uniform vec3 lightPos;
uniform vec2 planes;
varying vec4 view;

varying vec3 lightVec;
varying vec3 eyeLight;

varying vec2 texCoord;

void main(){
vec4 base = texture2D(tex0, texCoord);
vec3 bump = texture2D(tex1, texCoord).xyz ;
float depth = texture2D(tex2, texCoord).r ;

float z = planes.y/(planes.x - depth);

//view = normalize(view);
vec3 modelView = vec3 (view.xy/view.z * z, z);	

// compute light vector
vec3 LightVector = normalize( eyeLight-modelView );


float NdotL = dot( bump, LightVector );
//gl_FragData[0] = vec4(bump, 1.0);
gl_FragData[0] = base;//pow( depth, 100.0 ); 

}

i’ve think i’m almost there, i just need some pointers(no pun intended)

regards,

Paul