我在我的主程序中计算我的模型视图矩阵和普通矩阵:
private void setMV()
{
modelViewMat = Matrix4.Mult(modelMat,viewMat); // model * view because opentk is row major order
GL.UniformMatrix4(uModelViewIndex, false, ref modelViewMat);
// normal matrix = transpose(inverse(modelView))
normalMat = Matrix4.Invert(modelViewMat);
normalMat = Matrix4.Transpose(normalMat);
GL.UniformMatrix4(uNormalIndex, false, ref normalMat);
}
在我的顶点着色器中:
void main()
{
texcoord = VertexTexcoord;
Normal = normalize( (uNormalMatrix * vec4(VertexNormal,0.0)).xyz);
Position = (uModelViewMatrix * vec4(VertexPosition,1.0)).xyz;
gl_Position = uProjectionMatrix * uModelViewMatrix * vec4(VertexPosition,1.0);
}
片段着色器:
vec3 phong(vec3 n, vec3 s, vec3 v, vec3 r)
{
vec3 diffC = texture2D(diff, texcoord.st).rgb;
vec3 specC = texture2D(spec, texcoord.st).rgb;
return uKa + uKd*max(dot(s,n),0.0)*diffC + uKs*pow(max(dot(r,v),0.0),uShininess)*specC;
}
void main() {
vec3 n = blendNormals(Normal * 0.5 + 0.5, texture2D( ddn, texcoord.st ).rgb);
//vec3 n = normalize(Normal);
vec3 s = normalize(uLightPosition - Position);
vec3 v = normalize(-Position);
vec3 r = reflect(-s,n);
fragColour = vec4(phong(n,s,v,r),1.0);
}
不确定我做错了什么,这是它的样子:
答案 0 :(得分:2)
如果你的目标是在相同的几何和法线的前面和后面获得相同的结果。您需要在着色器中翻转法线,以防三角形的方向与为它们计算法线的方向相反。
在片段着色器中,您可以:
if (gl_FrontFacing)
myNormal = - myNormal;