stimulate

10-18-2016, 11:03 AM

I dont know if this is supposed to be that way, but it doesnt seem realistic. My specular highlights stay the same size on my screen no matter how far away the camera is from the surface/vertex. I would like it to stay the same size.

here is my Fragment shader

#version 430

#define PI 3.1415926535897932384626433832795

uniform vec3 lightColor;

uniform sampler2D tex;

uniform vec3 ambientLight;

uniform vec3 lightPosition;

uniform vec3 cameraPosition;

in Vertex{

vec4 rawPosition; // Vertex Position only multiplied by the transformationmatrix. ( gl_Position is also multiplied by the projection and view matrices)

vec2 uv;

vec4 normal; // the normals have also been multiplied by the transformationmatrix ( is this correct? my normals have a w-value of 0.0f but the transformationmatrix makes a difference. without it the reflections dont seem be in the right place.

}vertexIn;

out vec4 color;

void main(){

vec3 normal = normalize(vec3(vertexIn.normal.x, vertexIn.normal.y, vertexIn.normal.z));

vec3 worldPosition = vec3(vertexIn.rawPosition.x, vertexIn.rawPosition.y, vertexIn.rawPosition.z);

vec3 lightVector = normalize(lightPosition - worldPosition);

vec3 reflection = normalize(reflect((-1.0)*lightVector, normal));

vec3 cameraVector = normalize(cameraPosition - worldPosition);

float lightAngle = clamp(dot(lightVector, normal), 0.0, 1.0);

float cameraAngle = clamp(dot(cameraVector, reflection), 0.0, 1.0);

float specular = pow(cameraAngle, 100);

vec4 actColor = texture(tex, vertexIn.uv);

vec4 diffuseLight = vec4(lightColor, 1.0) * lightAngle;

vec4 specularLight = vec4(lightColor, 1.0) * specular;

color = actColor * clamp(diffuseLight, vec4(ambientLight, 1.0), vec4(1.0, 1.0, 1.0, 1.0)) + specularLight;

}

here is an imgur link (http://i.imgur.com/jj3t6d8.gifv) to visualize what i mean. the lightsource is the small cube above the middle of the grid

thanks for the help

here is my Fragment shader

#version 430

#define PI 3.1415926535897932384626433832795

uniform vec3 lightColor;

uniform sampler2D tex;

uniform vec3 ambientLight;

uniform vec3 lightPosition;

uniform vec3 cameraPosition;

in Vertex{

vec4 rawPosition; // Vertex Position only multiplied by the transformationmatrix. ( gl_Position is also multiplied by the projection and view matrices)

vec2 uv;

vec4 normal; // the normals have also been multiplied by the transformationmatrix ( is this correct? my normals have a w-value of 0.0f but the transformationmatrix makes a difference. without it the reflections dont seem be in the right place.

}vertexIn;

out vec4 color;

void main(){

vec3 normal = normalize(vec3(vertexIn.normal.x, vertexIn.normal.y, vertexIn.normal.z));

vec3 worldPosition = vec3(vertexIn.rawPosition.x, vertexIn.rawPosition.y, vertexIn.rawPosition.z);

vec3 lightVector = normalize(lightPosition - worldPosition);

vec3 reflection = normalize(reflect((-1.0)*lightVector, normal));

vec3 cameraVector = normalize(cameraPosition - worldPosition);

float lightAngle = clamp(dot(lightVector, normal), 0.0, 1.0);

float cameraAngle = clamp(dot(cameraVector, reflection), 0.0, 1.0);

float specular = pow(cameraAngle, 100);

vec4 actColor = texture(tex, vertexIn.uv);

vec4 diffuseLight = vec4(lightColor, 1.0) * lightAngle;

vec4 specularLight = vec4(lightColor, 1.0) * specular;

color = actColor * clamp(diffuseLight, vec4(ambientLight, 1.0), vec4(1.0, 1.0, 1.0, 1.0)) + specularLight;

}

here is an imgur link (http://i.imgur.com/jj3t6d8.gifv) to visualize what i mean. the lightsource is the small cube above the middle of the grid

thanks for the help