Drawing a sphere normal map in the fragment shader
I'm trying to draw a simple sphere with normal mapping in the fragment shader with GL_POINTS. At present, I simply draw one point on the screen and apply a fragment shader to "spherify" it.
However, I'm having trouble colouring the sphere correctly (or at least I think I am). It seems that I'm calculating the z correctly but when I apply the 'normal' colours to gl_FragColor
it just doesn't look quite right (or is this what one would expect from a normal map?). I'm assuming there is some inconsistency between gl_PointCoord and the fragment coord, but I can't quite figure it out.
Vertex shader
precision mediump float;
attribute vec3 position;
void main()
gl_PointSize = 500.0;
gl_Position = vec4(position.xyz, 1.0);
fragment shader
precision mediump float;
void main()
float x = gl_PointCoord.x * 2.0 - 1.0;
float y = gl_PointCoord.y * 2.0 - 1.0;
float z = sqrt(1.0 - (pow(x, 2.0) + pow(y, 2.0)));
vec3 position = vec3(x, y, z);
float mag = dot(position.xy, position.xy);
if(mag > 1.0) discard;
vec3 normal = normalize(position);
gl_FragColor = vec4(normal, 1.0);
Actual output:
Expected output:
glsl webgl
add a comment |
I'm trying to draw a simple sphere with normal mapping in the fragment shader with GL_POINTS. At present, I simply draw one point on the screen and apply a fragment shader to "spherify" it.
However, I'm having trouble colouring the sphere correctly (or at least I think I am). It seems that I'm calculating the z correctly but when I apply the 'normal' colours to gl_FragColor
it just doesn't look quite right (or is this what one would expect from a normal map?). I'm assuming there is some inconsistency between gl_PointCoord and the fragment coord, but I can't quite figure it out.
Vertex shader
precision mediump float;
attribute vec3 position;
void main()
gl_PointSize = 500.0;
gl_Position = vec4(position.xyz, 1.0);
fragment shader
precision mediump float;
void main()
float x = gl_PointCoord.x * 2.0 - 1.0;
float y = gl_PointCoord.y * 2.0 - 1.0;
float z = sqrt(1.0 - (pow(x, 2.0) + pow(y, 2.0)));
vec3 position = vec3(x, y, z);
float mag = dot(position.xy, position.xy);
if(mag > 1.0) discard;
vec3 normal = normalize(position);
gl_FragColor = vec4(normal, 1.0);
Actual output:
Expected output:
glsl webgl
add a comment |
I'm trying to draw a simple sphere with normal mapping in the fragment shader with GL_POINTS. At present, I simply draw one point on the screen and apply a fragment shader to "spherify" it.
However, I'm having trouble colouring the sphere correctly (or at least I think I am). It seems that I'm calculating the z correctly but when I apply the 'normal' colours to gl_FragColor
it just doesn't look quite right (or is this what one would expect from a normal map?). I'm assuming there is some inconsistency between gl_PointCoord and the fragment coord, but I can't quite figure it out.
Vertex shader
precision mediump float;
attribute vec3 position;
void main()
gl_PointSize = 500.0;
gl_Position = vec4(position.xyz, 1.0);
fragment shader
precision mediump float;
void main()
float x = gl_PointCoord.x * 2.0 - 1.0;
float y = gl_PointCoord.y * 2.0 - 1.0;
float z = sqrt(1.0 - (pow(x, 2.0) + pow(y, 2.0)));
vec3 position = vec3(x, y, z);
float mag = dot(position.xy, position.xy);
if(mag > 1.0) discard;
vec3 normal = normalize(position);
gl_FragColor = vec4(normal, 1.0);
Actual output:
Expected output:
glsl webgl
I'm trying to draw a simple sphere with normal mapping in the fragment shader with GL_POINTS. At present, I simply draw one point on the screen and apply a fragment shader to "spherify" it.
However, I'm having trouble colouring the sphere correctly (or at least I think I am). It seems that I'm calculating the z correctly but when I apply the 'normal' colours to gl_FragColor
it just doesn't look quite right (or is this what one would expect from a normal map?). I'm assuming there is some inconsistency between gl_PointCoord and the fragment coord, but I can't quite figure it out.
Vertex shader
precision mediump float;
attribute vec3 position;
void main()
gl_PointSize = 500.0;
gl_Position = vec4(position.xyz, 1.0);
fragment shader
precision mediump float;
void main()
float x = gl_PointCoord.x * 2.0 - 1.0;
float y = gl_PointCoord.y * 2.0 - 1.0;
float z = sqrt(1.0 - (pow(x, 2.0) + pow(y, 2.0)));
vec3 position = vec3(x, y, z);
float mag = dot(position.xy, position.xy);
if(mag > 1.0) discard;
vec3 normal = normalize(position);
gl_FragColor = vec4(normal, 1.0);
Actual output:
Expected output:
glsl webgl
glsl webgl
asked Nov 12 '18 at 23:13
LesbaaLesbaa
11816
11816
add a comment |
add a comment |
2 Answers
2
active
oldest
votes
The color channels are clamped to the range [0, 1]. (0, 0, 0) is black and (1, 1, 1) is completely white.
Since the normal vector is normalized, its component are in the range [-1, 1].
To get the expected result you have to map the normal vector from the range [-1, 1] to [0, 1]:
vec3 normal_col = normalize(position) * 0.5 + 0.5;
gl_FragColor = vec4(normal_col, 1.0);
If you use the abs
value, then a positive and negative value with the same size have the same color representation. The intensity of the color increases with the grad of the value:
vec3 normal_col = abs(normalize(position));
gl_FragColor = vec4(normal_col, 1.0);
I had experimented with0.5 + 0.5
and it seemed to work correctly, but I didn't know why it was the case and thought I was just chucking numbers in there without any reason. Thanks for your explanation!
– Lesbaa
Nov 13 '18 at 9:59
add a comment |
First of all, the normal facing the camera [0,0,-1]
should be rgb values: [0.5,0.5,1.0]
. You have to rescale things to move those negative values to be between 0
and 1
.
Second, the normals of a sphere would not change linearly, but in a sine wave. So you need some trigonometry here. It makes sense to me to to start with the perpendicular normal [0,0,-1]
and then then rotate that normal by an angle, because that angle is what changing linearly.
As a result of playing around this I came up with this:
http://glslsandbox.com/e#50268.3
which uses some rotation function from here: https://github.com/yuichiroharai/glsl-y-rotate
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
The color channels are clamped to the range [0, 1]. (0, 0, 0) is black and (1, 1, 1) is completely white.
Since the normal vector is normalized, its component are in the range [-1, 1].
To get the expected result you have to map the normal vector from the range [-1, 1] to [0, 1]:
vec3 normal_col = normalize(position) * 0.5 + 0.5;
gl_FragColor = vec4(normal_col, 1.0);
If you use the abs
value, then a positive and negative value with the same size have the same color representation. The intensity of the color increases with the grad of the value:
vec3 normal_col = abs(normalize(position));
gl_FragColor = vec4(normal_col, 1.0);
I had experimented with0.5 + 0.5
and it seemed to work correctly, but I didn't know why it was the case and thought I was just chucking numbers in there without any reason. Thanks for your explanation!
– Lesbaa
Nov 13 '18 at 9:59
add a comment |
The color channels are clamped to the range [0, 1]. (0, 0, 0) is black and (1, 1, 1) is completely white.
Since the normal vector is normalized, its component are in the range [-1, 1].
To get the expected result you have to map the normal vector from the range [-1, 1] to [0, 1]:
vec3 normal_col = normalize(position) * 0.5 + 0.5;
gl_FragColor = vec4(normal_col, 1.0);
If you use the abs
value, then a positive and negative value with the same size have the same color representation. The intensity of the color increases with the grad of the value:
vec3 normal_col = abs(normalize(position));
gl_FragColor = vec4(normal_col, 1.0);
I had experimented with0.5 + 0.5
and it seemed to work correctly, but I didn't know why it was the case and thought I was just chucking numbers in there without any reason. Thanks for your explanation!
– Lesbaa
Nov 13 '18 at 9:59
add a comment |
The color channels are clamped to the range [0, 1]. (0, 0, 0) is black and (1, 1, 1) is completely white.
Since the normal vector is normalized, its component are in the range [-1, 1].
To get the expected result you have to map the normal vector from the range [-1, 1] to [0, 1]:
vec3 normal_col = normalize(position) * 0.5 + 0.5;
gl_FragColor = vec4(normal_col, 1.0);
If you use the abs
value, then a positive and negative value with the same size have the same color representation. The intensity of the color increases with the grad of the value:
vec3 normal_col = abs(normalize(position));
gl_FragColor = vec4(normal_col, 1.0);
The color channels are clamped to the range [0, 1]. (0, 0, 0) is black and (1, 1, 1) is completely white.
Since the normal vector is normalized, its component are in the range [-1, 1].
To get the expected result you have to map the normal vector from the range [-1, 1] to [0, 1]:
vec3 normal_col = normalize(position) * 0.5 + 0.5;
gl_FragColor = vec4(normal_col, 1.0);
If you use the abs
value, then a positive and negative value with the same size have the same color representation. The intensity of the color increases with the grad of the value:
vec3 normal_col = abs(normalize(position));
gl_FragColor = vec4(normal_col, 1.0);
answered Nov 13 '18 at 5:59
Rabbid76Rabbid76
33.8k113045
33.8k113045
I had experimented with0.5 + 0.5
and it seemed to work correctly, but I didn't know why it was the case and thought I was just chucking numbers in there without any reason. Thanks for your explanation!
– Lesbaa
Nov 13 '18 at 9:59
add a comment |
I had experimented with0.5 + 0.5
and it seemed to work correctly, but I didn't know why it was the case and thought I was just chucking numbers in there without any reason. Thanks for your explanation!
– Lesbaa
Nov 13 '18 at 9:59
I had experimented with
0.5 + 0.5
and it seemed to work correctly, but I didn't know why it was the case and thought I was just chucking numbers in there without any reason. Thanks for your explanation!– Lesbaa
Nov 13 '18 at 9:59
I had experimented with
0.5 + 0.5
and it seemed to work correctly, but I didn't know why it was the case and thought I was just chucking numbers in there without any reason. Thanks for your explanation!– Lesbaa
Nov 13 '18 at 9:59
add a comment |
First of all, the normal facing the camera [0,0,-1]
should be rgb values: [0.5,0.5,1.0]
. You have to rescale things to move those negative values to be between 0
and 1
.
Second, the normals of a sphere would not change linearly, but in a sine wave. So you need some trigonometry here. It makes sense to me to to start with the perpendicular normal [0,0,-1]
and then then rotate that normal by an angle, because that angle is what changing linearly.
As a result of playing around this I came up with this:
http://glslsandbox.com/e#50268.3
which uses some rotation function from here: https://github.com/yuichiroharai/glsl-y-rotate
add a comment |
First of all, the normal facing the camera [0,0,-1]
should be rgb values: [0.5,0.5,1.0]
. You have to rescale things to move those negative values to be between 0
and 1
.
Second, the normals of a sphere would not change linearly, but in a sine wave. So you need some trigonometry here. It makes sense to me to to start with the perpendicular normal [0,0,-1]
and then then rotate that normal by an angle, because that angle is what changing linearly.
As a result of playing around this I came up with this:
http://glslsandbox.com/e#50268.3
which uses some rotation function from here: https://github.com/yuichiroharai/glsl-y-rotate
add a comment |
First of all, the normal facing the camera [0,0,-1]
should be rgb values: [0.5,0.5,1.0]
. You have to rescale things to move those negative values to be between 0
and 1
.
Second, the normals of a sphere would not change linearly, but in a sine wave. So you need some trigonometry here. It makes sense to me to to start with the perpendicular normal [0,0,-1]
and then then rotate that normal by an angle, because that angle is what changing linearly.
As a result of playing around this I came up with this:
http://glslsandbox.com/e#50268.3
which uses some rotation function from here: https://github.com/yuichiroharai/glsl-y-rotate
First of all, the normal facing the camera [0,0,-1]
should be rgb values: [0.5,0.5,1.0]
. You have to rescale things to move those negative values to be between 0
and 1
.
Second, the normals of a sphere would not change linearly, but in a sine wave. So you need some trigonometry here. It makes sense to me to to start with the perpendicular normal [0,0,-1]
and then then rotate that normal by an angle, because that angle is what changing linearly.
As a result of playing around this I came up with this:
http://glslsandbox.com/e#50268.3
which uses some rotation function from here: https://github.com/yuichiroharai/glsl-y-rotate
answered Nov 13 '18 at 1:30
Alex WayneAlex Wayne
104k32234272
104k32234272
add a comment |
add a comment |
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