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Thread: Bump mapping in fragment shader

  1. #1
    Newbie Newbie
    Join Date
    May 2013

    Question Bump mapping in fragment shader

    Hello, I'm learning about bump mapping and I've made this code in a DOJO class:

    uniform sampler2D sampler2d0;
    uniform sampler2D sampler2d1;
    uniform sampler2D sampler2d2;

    void main()
    vec2 coordTex = (gl_Vertex.xy + 1.0) / 2.0;

    vec4 color = texture2D(sampler2d0, coordTex);

    vec4 normalMap = texture2D(sampler2d1, coordTex);
    vec4 heightMap = texture2D(sampler2d2, coordTex);

    vec4 modelVertex = gl_Vertex;
    modelVertex.z = 0.05*heightMap.z;

    vec4 eyeVertex = gl_ModelViewMatrix * modelVertex;

    vec3 normal = gl_NormalMatrix *;
    normal = normalize(2*(normal-0.5));

    vec3 lightDir = gl_LightSource[0] -;
    lightDir = normalize(lightDir);

    float diffuse = dot(lightDir, normal);

    gl_Position = gl_ProjectionMatrix * eyeVertex;
    gl_FrontColor.rgb = diffuse * color.rgb;
    gl_FrontColor.a = 1.0;

    It works pretty well. Now, I would like to try it in the fragment shader. I have no idea how to do it. How can I start?

  2. #2
    Intern Newbie
    Join Date
    Mar 2013
    This example uses vertex and fragment shader:

  3. #3
    Newbie Newbie
    Join Date
    May 2013
    Thanks. I will try to follow this example to refactor my code.

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