Drawing a sphere normal map in the fragment shader










2














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:



enter image description here



Expected output:



enter image description here










share|improve this question


























    2














    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:



    enter image description here



    Expected output:



    enter image description here










    share|improve this question
























      2












      2








      2







      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:



      enter image description here



      Expected output:



      enter image description here










      share|improve this question













      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:



      enter image description here



      Expected output:



      enter image description here







      glsl webgl






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked Nov 12 '18 at 23:13









      LesbaaLesbaa

      11816




      11816






















          2 Answers
          2






          active

          oldest

          votes


















          1














          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);







          share|improve this answer




















          • 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


















          0














          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






          share|improve this answer




















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            2 Answers
            2






            active

            oldest

            votes








            2 Answers
            2






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            1














            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);







            share|improve this answer




















            • 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















            1














            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);







            share|improve this answer




















            • 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













            1












            1








            1






            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);







            share|improve this answer












            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);








            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered Nov 13 '18 at 5:59









            Rabbid76Rabbid76

            33.8k113045




            33.8k113045











            • 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















            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













            0














            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






            share|improve this answer

























              0














              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






              share|improve this answer























                0












                0








                0






                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






                share|improve this answer












                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







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Nov 13 '18 at 1:30









                Alex WayneAlex Wayne

                104k32234272




                104k32234272



























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