glslbeginner

11-19-2010, 11:55 PM

Hi all!

I'm rather new programming with GLSL but I've made some simple shaders successfully. My problem now is that the following shader (vertex) doesn't recognize three of the uniform variables I use: modelview, normalMatrix and invertedCamera.

After some tries, I've found out that the only uniform found is that one used in the last line: gl_Position = matrix * vertex;.

I post the two shaders; vertex and fragment:

#version 330

// Attributes per vertex: position, normal and texture coordinates

in vec4 vertex;

in vec3 normal;

uniform mat4 modelviewProj;

uniform mat4 modelview;

uniform mat3 normalMatrix;

uniform mat4 invertedCamera;

// Color to fragment program

smooth out vec3 vertOutTexCoords;

void main(void)

{

// Get surface normal in eye coordinates

vec3 eyeNormal = normalMatrix * normal;

// Get vertex position in eye coordinates

vec4 vertexPos = modelview * vertex;

vec3 vertexEyePos = normalize (vertexPos.xyz / vertexPos.w);

// Get reflected vector

vec4 texCoords = vec4 (reflect (vertexEyePos, eyeNormal), 1.0);

// Rotate by flipped camera

texCoords = invertedCamera * texCoords;

vertOutTexCoords.xyz = normalize (texCoords.xyz);

// Don't forget to transform the geometry!

gl_Position = modelviewProj * vertex;

}

#version 330

out vec4 fragmentColor;

uniform samplerCube textureUnit0;

smooth in vec3 vertOutTexCoord;

void main(void)

{

fragmentColor = texture (textureUnit0, vertOutTexCoord.stp);

}

Thank you!

I'm rather new programming with GLSL but I've made some simple shaders successfully. My problem now is that the following shader (vertex) doesn't recognize three of the uniform variables I use: modelview, normalMatrix and invertedCamera.

After some tries, I've found out that the only uniform found is that one used in the last line: gl_Position = matrix * vertex;.

I post the two shaders; vertex and fragment:

#version 330

// Attributes per vertex: position, normal and texture coordinates

in vec4 vertex;

in vec3 normal;

uniform mat4 modelviewProj;

uniform mat4 modelview;

uniform mat3 normalMatrix;

uniform mat4 invertedCamera;

// Color to fragment program

smooth out vec3 vertOutTexCoords;

void main(void)

{

// Get surface normal in eye coordinates

vec3 eyeNormal = normalMatrix * normal;

// Get vertex position in eye coordinates

vec4 vertexPos = modelview * vertex;

vec3 vertexEyePos = normalize (vertexPos.xyz / vertexPos.w);

// Get reflected vector

vec4 texCoords = vec4 (reflect (vertexEyePos, eyeNormal), 1.0);

// Rotate by flipped camera

texCoords = invertedCamera * texCoords;

vertOutTexCoords.xyz = normalize (texCoords.xyz);

// Don't forget to transform the geometry!

gl_Position = modelviewProj * vertex;

}

#version 330

out vec4 fragmentColor;

uniform samplerCube textureUnit0;

smooth in vec3 vertOutTexCoord;

void main(void)

{

fragmentColor = texture (textureUnit0, vertOutTexCoord.stp);

}

Thank you!