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oZone3D.Net Tutorials - Bump Mapping using GLSL - Normal Map - Tangent Space - Lighting




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Bump Mapping using GLSL

By Jérôme 'JeGX' GUINOT
jegx [at] ozone3d [dot] net

Initial draft: November 4, 2005
Update: November 18, 2005
Update: March 8, 2006
Update: December 30, 2006




[ Index ]

Introduction | Page 2 | Page 3 | Page 4



4 - The bump mapping shader

The GLSL bump mapping shader code is given below:

[Vertex_Shader]
	
varying vec3 lightVec; 
varying vec3 eyeVec;
varying vec2 texCoord;
attribute vec3 vTangent; 
					 

void main(void)
{
	gl_Position = ftransform();
	texCoord = gl_MultiTexCoord0.xy;
	
	vec3 n = normalize(gl_NormalMatrix * gl_Normal);
	vec3 t = normalize(gl_NormalMatrix * vTangent);
	vec3 b = cross(n, t);
	
	vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
	vec3 tmpVec = gl_LightSource[0].position.xyz - vVertex;

	lightVec.x = dot(tmpVec, t);
	lightVec.y = dot(tmpVec, b);
	lightVec.z = dot(tmpVec, n);

	tmpVec = -vVertex;
	eyeVec.x = dot(tmpVec, t);
	eyeVec.y = dot(tmpVec, b);
	eyeVec.z = dot(tmpVec, n);
}
	
[Pixel_Shader]

varying vec3 lightVec;
varying vec3 eyeVec;
varying vec2 texCoord;
uniform sampler2D colorMap;
uniform sampler2D normalMap;
uniform float invRadius;

void main (void)
{
	float distSqr = dot(lightVec, lightVec);
	float att = clamp(1.0 - invRadius * sqrt(distSqr), 0.0, 1.0);
	vec3 lVec = lightVec * inversesqrt(distSqr);

	vec3 vVec = normalize(eyeVec);
	
	vec4 base = texture2D(colorMap, texCoord);
	
	vec3 bump = normalize( texture2D(normalMap, texCoord).xyz * 2.0 - 1.0);

	vec4 vAmbient = gl_LightSource[0].ambient * gl_FrontMaterial.ambient;

	float diffuse = max( dot(lVec, bump), 0.0 );
	
	vec4 vDiffuse = gl_LightSource[0].diffuse * gl_FrontMaterial.diffuse * 
					diffuse;	

	float specular = pow(clamp(dot(reflect(-lVec, bump), vVec), 0.0, 1.0), 
	                 gl_FrontMaterial.shininess );
	
	vec4 vSpecular = gl_LightSource[0].specular * gl_FrontMaterial.specular * 
					 specular;	
	
	gl_FragColor = ( vAmbient*base + 
					 vDiffuse*base + 
					 vSpecular) * att;
}

I think that the shader code is rather explicit regarding the previous explanations. For all the details about texture2D, gl_LightSource, gl_FrontMaterial, varying, attribute, I recommend to have a look to the Orange Book (of Randi Rost - ISBN: 0-321-19789-5):

GLSL - Orange book
Fig.4 - The GLSL language reference book

The accompanying project includes all the Demoniak3D codes of the scenes of figures 1 and 2. GLSL code is implemented in the Demoniak3D shader_program node at the level of the torus_bump_mapping_test.xml file.



5 - Downloads

Download the accompaying project
Update: November 4, 2005




[ Index ]

Introduction | Page 2 | Page 3 | Page 4





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Raymarching in GLSL



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