Why is My Normal Mapping Rendering Incorrectly?
Normal Mapping Gone Horribly Wrong
In your normal mapping implementation, you may have overlooked several crucial aspects:
Fragment Shader
Color Mixing:
- You are setting the output color multiple times, which can lead to undefined behavior.
- Consider removing the extra assignments and setting the color in one step.
Ambient and Specular:
- You are adding these components to the color instead of multiplying them.
- The correct approach is to add ambient and multiply specular by the diffuse value.
TBN Matrix Creation
Function:
- Ensure the getTangent() function correctly calculates the tangents and bitangents. You may want to refer to reliable sources for the proper equations.
- Some graphics drivers tend to optimize unused shader variables, potentially removing the normal map data and leading to incorrect rendering. Check for this possibility.
Improved Fragment Shader
#version 430 uniform sampler2D diffuseMap; uniform sampler2D normalMap; uniform mat4 ModelMatrix; uniform vec3 CameraPosition; uniform struct Light { float ambient; vec3 position; } light; uniform float shininess; in vec2 fsCoords; in vec3 fsVertex; in mat3 TBNMatrix; out vec4 color; void main() { // Base color vec3 brownColor = vec3(153.0 / 255.0, 102.0 / 255.0, 51.0 / 255.0); vec3 baseColor = brownColor + 0.25; // Add a fixed base color // Normal vec3 normal = texture(normalMap, fsCoords).rgb * 2.0 - 1.0; // Surface position and lighting vec3 surfacePos = vec3(ModelMatrix * vec4(fsVertex, 1.0)); vec3 surfaceToLight = normalize(TBNMatrix * (light.position - surfacePos)); // Unit vector vec3 eyePos = TBNMatrix * CameraPosition; // Diffuse float diffuse = max(0.0, dot(normal, surfaceToLight)); // Specular float specular; vec3 incidentVector = -surfaceToLight; // Unit vec3 reflectionVector = reflect(incidentVector, normal); // Unit vector vec3 surfaceToCamera = normalize(eyePos - surfacePos); // Unit vector float cosAngle = max(0.0, dot(surfaceToCamera, reflectionVector)); if (diffuse > 0.0) specular = pow(cosAngle, shininess); // Lighting vec3 finalColor = baseColor * light.ambient; finalColor += (diffuse + specular) * light.position; // Output color color = vec4(finalColor, 1.0); }
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