giuseppe500

09-04-2011, 03:26 AM

hello.

I'm trying to create a double face shader in opengl, i do test with this shader on a model .

#ifdef GL_ES

precision highp float;

#endif

uniform vec3 CameraModelPosition;

uniform vec3 ColorFront;

uniform vec3 ColorBack;

varying vec3 vLightWeighting;

varying vec3 vNormal;

varying vec3 transformedNormal;

varying vec2 vTextureCoord;

uniform sampler2D uSampler;

void main(void) {

gl_FragColor = vec4(ColorFront.xyz,1.0);

float Dir = dot(transformedNormal,CameraModelPosition);

if(gl_FrontFacing){

// vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s,vTextureCoord.t));

// gl_FragColor = vec4(textureColor.rgb, textureColor.a);

gl_FragColor = vec4(1.0, 1.0, 0.0,1.0);

}

else {

gl_FragColor = vec4(1.0, 0.0, 0.0,1.0);

}

}

but this is the result:

http://gferrari77.altervista.org/Immagine.jpg

how is possible that i look at a triangle that is in my camera space and gl_frontFacing returns false?

using the Dir and test if is >0 works, but when moves the camera some faces disappearing and reappear, there is a lot of instability.

But i think that i'm searching if a face is in front of the camera or not(the gl_Frontfacing is more complex and is related to the winding order), then is correct the Dir, so the formula must be correct , this is my complete shader:

<script id="Script2" type="x-shader/x-vertex">

attribute vec3 aVertexPosition;

attribute vec3 aVertexNormal;

uniform mat4 uMVMatrix;

uniform mat4 uPMatrix;

uniform mat3 uNMatrix;

uniform vec3 uAmbientColor;

uniform vec3 uLightingDirection;

uniform vec3 uLightingDirection2;

uniform vec3 uColor;

//uniform vec3 uDirectionalColor;

varying vec3 vLightWeighting;

void main(void) {

gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);

vec3 uDirectionalColor = vec3(1,1,1);

vec3 transformedNormal = uNMatrix * aVertexNormal;

float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0) ;

vLightWeighting = uDirectionalColor * directionalLightWeighting * uColor;

float directionalLightWeighting2 = max(dot(transformedNormal, uLightingDirection2), 0.0) ;

vLightWeighting += uDirectionalColor * directionalLightWeighting2 * uColor ;

}

</script>

<script id="DoubleColorf" type="x-shader/x-fragment">

#ifdef GL_ES

precision highp float;

#endif

uniform vec3 CameraModelPosition;

uniform vec3 ColorFront;

uniform vec3 ColorBack;

varying vec2 vTextureCoord;

varying vec3 vLightWeighting;

varying vec3 vNormal;

varying vec3 transformedNormal;

void main(void) {

float Dir = dot(transformedNormal,CameraModelPosition);

//float Dir = -10.0;

if(Dir > (CameraModelPosition.z * 1.0)-100.0){

//gl_FragColor = vec4(1.0,0.0,0.0,1.0);

gl_FragColor = vec4(ColorFront.xyz,1.0);

}

else {

gl_FragColor = vec4(ColorBack.xyz,1.0);

}

}

and this is my formula :

float Dir = dot(transformedNormal,CameraModelPosition);

i trying

if(Dir > (CameraModelPosition.z -DELTA)

for correct, but how big must be the delta?

is corrct put the z of camera in the test?

thanks.

thanks.

I'm trying to create a double face shader in opengl, i do test with this shader on a model .

#ifdef GL_ES

precision highp float;

#endif

uniform vec3 CameraModelPosition;

uniform vec3 ColorFront;

uniform vec3 ColorBack;

varying vec3 vLightWeighting;

varying vec3 vNormal;

varying vec3 transformedNormal;

varying vec2 vTextureCoord;

uniform sampler2D uSampler;

void main(void) {

gl_FragColor = vec4(ColorFront.xyz,1.0);

float Dir = dot(transformedNormal,CameraModelPosition);

if(gl_FrontFacing){

// vec4 textureColor = texture2D(uSampler, vec2(vTextureCoord.s,vTextureCoord.t));

// gl_FragColor = vec4(textureColor.rgb, textureColor.a);

gl_FragColor = vec4(1.0, 1.0, 0.0,1.0);

}

else {

gl_FragColor = vec4(1.0, 0.0, 0.0,1.0);

}

}

but this is the result:

http://gferrari77.altervista.org/Immagine.jpg

how is possible that i look at a triangle that is in my camera space and gl_frontFacing returns false?

using the Dir and test if is >0 works, but when moves the camera some faces disappearing and reappear, there is a lot of instability.

But i think that i'm searching if a face is in front of the camera or not(the gl_Frontfacing is more complex and is related to the winding order), then is correct the Dir, so the formula must be correct , this is my complete shader:

<script id="Script2" type="x-shader/x-vertex">

attribute vec3 aVertexPosition;

attribute vec3 aVertexNormal;

uniform mat4 uMVMatrix;

uniform mat4 uPMatrix;

uniform mat3 uNMatrix;

uniform vec3 uAmbientColor;

uniform vec3 uLightingDirection;

uniform vec3 uLightingDirection2;

uniform vec3 uColor;

//uniform vec3 uDirectionalColor;

varying vec3 vLightWeighting;

void main(void) {

gl_Position = uPMatrix * uMVMatrix * vec4(aVertexPosition, 1.0);

vec3 uDirectionalColor = vec3(1,1,1);

vec3 transformedNormal = uNMatrix * aVertexNormal;

float directionalLightWeighting = max(dot(transformedNormal, uLightingDirection), 0.0) ;

vLightWeighting = uDirectionalColor * directionalLightWeighting * uColor;

float directionalLightWeighting2 = max(dot(transformedNormal, uLightingDirection2), 0.0) ;

vLightWeighting += uDirectionalColor * directionalLightWeighting2 * uColor ;

}

</script>

<script id="DoubleColorf" type="x-shader/x-fragment">

#ifdef GL_ES

precision highp float;

#endif

uniform vec3 CameraModelPosition;

uniform vec3 ColorFront;

uniform vec3 ColorBack;

varying vec2 vTextureCoord;

varying vec3 vLightWeighting;

varying vec3 vNormal;

varying vec3 transformedNormal;

void main(void) {

float Dir = dot(transformedNormal,CameraModelPosition);

//float Dir = -10.0;

if(Dir > (CameraModelPosition.z * 1.0)-100.0){

//gl_FragColor = vec4(1.0,0.0,0.0,1.0);

gl_FragColor = vec4(ColorFront.xyz,1.0);

}

else {

gl_FragColor = vec4(ColorBack.xyz,1.0);

}

}

and this is my formula :

float Dir = dot(transformedNormal,CameraModelPosition);

i trying

if(Dir > (CameraModelPosition.z -DELTA)

for correct, but how big must be the delta?

is corrct put the z of camera in the test?

thanks.

thanks.