I am writing a small test of Phong shading, and am hitting my head against a brick wall trying to get the specular component working. It appears to work correctly, except that the specular light is applied to both the front & rear of the object. (The object itself is transparent, with faces sorted CPU-side manually.)
Note that the diffuse component works perfectly (only shows up on the side facing the light source) – which would seem to rule out a problem with the normals arriving at the fragment shader, I think.
As I understand, the specular component is proportional to the cos of the angle between the eye vector & the reflected light vector.
To keep things ultra simple, my test code tries to do this in world space. Camera position and light vector are hard-coded (sorry) as (0,0,4)
and (-0.707, 0, -0.707)
respectively. The eye vector is therefore (0,0,4) - fragPosition
.
Since the model matrix only performs rotation, the vertex shader simply transforms the vertex normal by the model matrix. (Note: this is not good practice as many types of transformation do not preserve normal orthogonality. Generally for the normal matrix, you should use the inverse transpose of the top-left 3x3 of the model matrix.) To keep things simple, the fragment shader operates on a single float colour channel, and skips the specular exponent (/uses an exponent of 1).
Vertex shader:
#version 140
uniform mat4 mvpMtx;
uniform mat4 modelMtx;
in vec3 inVPos;
in vec3 inVNormal;
out vec3 normal_world;
out vec3 fragpos_world;
void main(void) {
gl_Position = mvpMtx * vec4(inVPos, 1.0);
normal_world = vec3(modelMtx * vec4(inVNormal, 0.0));
fragpos_world = vec3(modelMtx * vec4(inVPos, 1.0));
}
Fragment shader:
#version 140
uniform float
uLightS,
uLightD,
uLightA;
uniform float uObjOpacity;
in vec3 normal_world, fragpos_world;
out vec4 fragOutColour;
void main(void) {
vec3 vN = normalize(normal_world);
vec3 vL = vec3(-0.707, 0, -0.707);
// Diffuse:
// refl in all directions is proportional to cos(angle between -light vector & normal)
// i.e. proportional to -l.n
float df = max(dot(-vL, vN), 0.0);
// Specular:
// refl toward eye is proportional to cos(angle between eye & reflected light vectors)
// i.e. proportional to r.e
vec3 vE = normalize(vec3(0, 0, 4) - fragpos_world);
vec3 vR = reflect(vL, vN);
float sf = max(dot(vR, vE), 0.0);
float col = uLightA + df*uLightD + sf*uLightS;
fragOutColour = vec4(col, col, col, uObjOpacity);
}
I can’t find an error here; can anyone explain why the specular component appears on the rear as well as the light-facing side of the object?
Many thanks.
NormalMatrix = T (ModelView^-1)
. This is whatgl_NormalMatrix
in oldschool GLSL was, but you can just as easily compute this in your vertex shader or as another uniform matrix. – Gershwin